Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, Cursor, or any MCP client to Unity Editor & Unity Hub. Scene management, GameObjects, components, builds, profiling, Shader Graph, Amplify, terrain, physics, NavMesh, animation, MPPM multiplayer & more. Free & open source by AnkleBreaker Studio.
Config is the same across clients — only the file and path differ.
{
"mcpServers": {
"unity": {
"env": {
"UNITY_HUB_PATH": "C:\\Program Files\\Unity Hub\\Unity Hub.exe",
"UNITY_BRIDGE_PORT": "7890"
},
"args": [
"C:/path/to/unity-mcp-server/src/index.js"
],
"command": "node"
}
}
}Are you the author?
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The most comprehensive Model Context Protocol (MCP) server for Unity game development. Connect Claude, Cursor, Windsurf, or any MCP-compatible AI assistant to Unity Editor and Unity Hub with 288 tools across 30+ categories. Built and maintained by AnkleBreaker Studio.
This server supports HTTP transport. Be the first to test it — help the community know if it works.
Five weighted categories — click any category to see the underlying evidence.
No known CVEs.
Checked anklebreaker-unity-mcp against OSV.dev.
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The most comprehensive Model Context Protocol (MCP) server for Unity game development. Connect Claude, Cursor, Windsurf, or any MCP-compatible AI assistant to Unity Editor and Unity Hub with 288 tools across 30+ categories. Built and maintained by AnkleBreaker Studio.
AnkleBreaker Unity MCP turns your AI assistant into a full Unity co-pilot — create scenes, manipulate GameObjects, manage components, run builds, profile performance, edit Shader Graphs, control Amplify Shader Editor, sculpt terrain, bake NavMesh, manage animations, run multiplayer playmode scenarios, and much more — all without leaving your AI chat. Works with Claude Desktop, Claude Cowork, Cursor, Windsurf, and any tool that supports the Model Context Protocol.
Claude creates the entire game: scene setup, neon materials with bloom post-processing, brick grid layout, game scripts, VFX, and UI — all through Unity MCP commands.
From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.
AI builds a multi-room castle with courtyard, throne room, armory, and guard room. Adjusts lighting, spawns the player, and runs an FPS walkthrough to verify the result.
The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.
288 tools covering the full Unity workflow:
| Category | Tools |
|---|---|
| Unity Hub | List/install editors, manage modules, set install paths |
| Scenes | Open, save, create scenes, get full hierarchy tree with pagination |
| GameObjects | Create (primitives/empty), delete, duplicate, reparent, activate/deactivate, transform (world/local) |
| Components | Add, remove, get/set any serialized property, wire object references, batch wire |
| Assets | List, import, delete, search, create prefabs, create & assign materials |
| Scripts | Create, read, update C# scripts |
| Builds | Multi-platform builds (Windows, macOS, Linux, Android, iOS, WebGL) |
| Console & Compilation | Read/clear Unity console logs (errors, warnings, info); get C# compilation errors via CompilationPipeline (independent of console buffer) |
| Testing | Run EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API |
| Play Mode | Play, pause, stop |
| Editor | Execute menu items, run C# code, get editor state, undo/redo |
| Project | Project info, packages (list/add/remove/search), render pipeline, build settings |
| Animation | List clips & controllers, get parameters, play animations |
| Prefab | Open/close prefab mode, get overrides, apply/revert changes |
| Physics | Raycasts, sphere/box casts |