mcp server cho unity-copilot
Config is the same across clients — only the file and path differ.
{
"mcpServers": {
"unity-copilot-mcp-server": {
"command": "<see-readme>",
"args": []
}
}
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Control Unity Editor from AI assistants (GitHub Copilot, Claude, etc.) via the Model Context Protocol (MCP).
No automated test available for this server. Check the GitHub README for setup instructions.
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Control Unity Editor from AI assistants (GitHub Copilot, Claude, etc.) via the Model Context Protocol (MCP).
AI Assistant (Copilot / Claude / etc.)
←— MCP (JSON-RPC over stdio) —→
unity-mcp.js (MCP Server)
←— WebSocket —→
Unity Editor (UnityBridgeServer on ws://127.0.0.1:6400)
└─ UnityCommandHandler.cs (executes on main thread)
└─ UnityEditor API (PrefabUtility, EditorSceneManager, …)
use the VS Code command: Unity Copilot: Install Bridge into Unity Project.
The bridge server starts automatically when Unity enters Editor mode and listens on ws://127.0.0.1:6400.
Add to your .vscode/mcp.json (workspace or user settings):
{
"servers": {
"unity": {
"type": "stdio",
"command": "node",
"args": ["<path-to>/unity-mcp.js"]
}
}
}
The AI will automatically discover all available tools via MCP tools/list. Just ask it to do things in Unity — it knows what tools are available.
Examples:
| Tool | Description |
|---|---|
unity_ping | Check if Unity Editor bridge is alive |
unity_refreshAssets | Force Unity to re-import assets and recompile scripts |
unity_createScene | Create a new scene, optionally add to Build Settings |
unity_openScene | Open a scene by name or path |
unity_saveScene | Save the active scene to disk |
unity_listAssets | Search project assets by type and folder |
| Tool | Description |
|---|---|
unity_createGameObject | Create a primitive or empty GameObject in the scene |
unity_createPrefab | Create a prefab asset from scratch or from a 3D model |
unity_instantiatePrefab | Place an existing prefab into the scene |
unity_deleteGameObject | Delete a GameObject from the scene (supports Undo) |
unity_setProperty | Move, rotate, scale, rename, or toggle active state |
unity_getSceneHierarchy | List all root GameObjects in the active scene |
unity_findGameObjects | Search GameObjects by name with optional component filter |
| Tool | Description |
|---|---|
unity_addComponent | Add any component (built-in or custom script) to a GameObject |
unity_setMaterial | Assign a material to a GameObject's Renderer |
unity_setAnimatorController | Assign an AnimatorController to a GameObject |
unity_getComponentProperties | Read all serialized properties of a component (use before setComponentProperty) |
unity_setComponentProperty | Set a specific property on a component (float, int, bool, string, enum, Vector3, Color) |
| Tool | Description |
|---|---|
unity_runMenuItem | Execute any Unity Editor menu item by path (e.g. "AI/Bake", "Edit/Clear All PlayerPrefs") |
unity_captureScreenshot | Capture the Scene view and return it as an inline PNG image |
unity_undoRedo | Perform Undo or Redo in Unity Editor ("undo" / "redo") |
unity_getUndoHistory | Get the current undo group index and name |
Since the AI can write files directly, the workflow for adding a custom script is:
.cs file in your Unity project's Assets/ folderunity_refreshAssets to force Unity to compileunity_addComponent to