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Unity MCP Server

rachitkumarrastogi/unity-mcp-server
2authSTDIOregistry active
Summary

Gives your AI assistant read access to Unity projects without opening the Editor. Exposes tools to list build scenes, parse assembly definitions, find scripts by type or content, summarize scene hierarchies, inspect prefabs and materials, read input bindings, and pull project settings like player config, quality levels, and physics parameters. Works by reading the filesystem directly, so you can query project structure, dependencies, and asset metadata from Cursor, Claude Desktop, or any MCP client. Useful when you want an LLM to understand your Unity codebase, suggest refactorings across assemblies, audit scene composition, or generate documentation without context‐switching to the Editor.

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Unity MCP Server

MCP server for Unity — Gives AI assistants structured access to your Unity project from any MCP-capable IDE or app. No Unity Editor required.

npm version MCP Registry

Cursor / IDE → Unity MCP Server → Unity Project

Your IDE talks to this server; the server reads your Unity project folder and answers with project info, build scenes, scripts, prefabs, and more — so the AI can help without opening the Editor.


Overview

  • Editor-free — Reads only from the project filesystem.
  • One server, many projects — Set UNITY_PROJECT_PATH per project in your MCP config.
  • MCP-native — Works with any client that supports the Model Context Protocol (tools over stdio).

Supported IDEs and clients

This server uses the standard MCP protocol over stdio and exposes tools. Any IDE or app that can run an MCP server and pass environment variables will work. Commonly used clients include:

ClientNotes
CursorAdd server to MCP settings; set UNITY_PROJECT_PATH in env.
Claude DesktopAdd to claude_desktop_config.json; same command + env pattern.
Claude CodeMCP support including tools.
VS CodeUse an MCP extension (e.g. GenAI / Copilot MCP); configure server and UNITY_PROJECT_PATH.
WindsurfAdd MCP server with command and env.
ContinueConfigure MCP server in Continue settings.
ClineMCP tools and resources.
OtherAny client that supports MCP tools over stdio (e.g. Zed, Roo Code, LibreChat, custom agents).

Configuration is the same everywhere: command = node, args = path to dist/index.js, env = UNITY_PROJECT_PATH = your Unity project root. See Configuration below for a Cursor example; other clients use the same structure in their own config format.


Tools

Expand a category below to see the tools it includes.

📦 Project & build💻 Code & assemblies🎬 Scenes & prefabs📁 Assets & references
🎨 Materials & shaders🎞️ Animation🖼️ 2D & sprites✨ Rendering
📝 TextMeshPro & UI🎮 Input🏷️ Tags & layers🌐 Addressables & localization
🔊 Audio🧪 Testing & docs🔄 CI & version control🔌 Integrations
⚡ Speed & productivity🔍 Meta

📦 Project & build
ToolDescriptionExample prompt to type
get_project_infoPath, Unity version, build scene count, player/product name"What's my project path and Unity version?" · "Show build scene count and player name"
list_build_scenesScenes in EditorBuildSettings (build order)"Which scenes are in the build?" · "List build scenes in order"
get_player_settingsProduct name, company, bundle ID, version"What are the player settings?" · "Show bundle ID and company name"
list_packagesPackages from manifest.json"List installed Unity packages"
get_quality_settingsQuality levels"What are the quality settings?"
get_scripting_definesGlobal and per-assembly defines"Show scripting defines" · "What defines are set per assembly?"
get_physics_settingsPhysics / Physics2D settings"What are the physics settings?"
get_graphics_settingsGraphics settings (GraphicsSettings.asset)"Show graphics settings"
get_time_settingsTime / fixed timestep (TimeManager.asset)"What's the fixed timestep?" · "Show time settings"
get_build_target_infoActive build target / platform"What's the current build target?"
get_feature_set_inferenceInfer Unity 6 feature sets from packages (2D, ECS, AR, etc.)"What feature sets does this project use?"
get_project_versionBundle version"What's the bundle version?"
get_changelogCHANGELOG contents"Show the changelog"
get_audio_settingsAudioManager.asset (global volume, reverb, DSP buffer)"What are the audio settings?"
get_navigation_settingsNavMesh/agent settings from ProjectSettings"Show NavMesh / navigation settings"
get_xr_settingsXR/VR project settings"What XR or VR settings are configured?"
get_script_execution_orderScript execution order (MonoManager)"Show script execution order"
get_version_control_settingsSerialization mode, visible meta files"What's the version control / serialization setup?"
get_layer_collision_matrixLayer collision matrix and layer names"Show layer collision matrix" · "What layers collide?"
get_cloud_services_configUnity Cloud / Unity Connect config"Is Unity Cloud configured?"
get_package_dependency_graphPackage dependency graph (manifest + lock)"Show package dependency graph"
list_package_samplesSamples folders under Packages"List package samples"
list_unity_hub_projectsList Unity projects from Unity Hub (no project path required)"List my Unity Hub projects"
💻 Code & assemblies
ToolDescriptionExample prompt to type
list_assembliesAssembly definitions with references, platforms"List assembly definitions"
get_assembly_for_pathAssembly that contains a given script or folder path"Which assembly contains Assets/Scripts/Player.cs?"
list_scripts_by_assemblyC# script paths in a given assembly (by name or asmdef path)"List scripts in Assembly-CSharp" · "What scripts are in MyGame.Runtime?"
list_asmdef_referencesAssembly names that reference a given assembly (reverse deps)"Who depends on MyGame.Core?"
list_scriptsC# scripts (optional folder filter)"List all C# scripts" · "Show scripts in Assets/Scripts"
find_scripts_by_contentBy type/pattern (e.g. MonoBehaviour)"Find scripts that extend MonoBehaviour"
get_assembly_dependency_graphNodes and edges"Show assembly dependency graph"
list_editor_scriptsScripts in Editor folders"List editor scripts"
list_visual_scripting_assetsBolt / Unity Visual Scripting .asset files"List Visual Scripting assets"
get_script_public_apiParse C# script: class name, base type, public methods/fields"What's the public API of PlayerController.cs?"
🎬 Scenes & prefabs
ToolDescriptionExample prompt to type
list_all_scenesAll .unity files under Assets"List all scenes"
get_scene_summaryRoot GameObjects, component count"Summarize MainMenu.unity" · "What's in this scene?"
get_scene_components_by_typeGameObjects in a scene with a component type (e.g. Camera, Light)"Which GameObjects have a Camera in Game.unity?"
get_scene_objects_by_tagGameObjects in a scene with a given tag (e.g. Spawn)"Find objects with tag Spawn in this scene"
get_all_components_by_typeAll Cameras/Lights/etc. across all scenes"List all Cameras in the project"
get_scene_hierarchy_flatFlat list of GameObjects in a scene (name and layer)"List all objects in Main.unity with their layers"
get_lighting_scene_infoLighting assets and GI workflow mode for a scene"What lighting does Main.unity use?"
list_prefabsPrefabs (optional path prefix)"List all prefabs" · "List prefabs in Assets/Prefabs"
list_prefab_variantsPrefabs that are variants of another prefab"List prefab variants"
list_prefabs_with_componentPrefabs that contain a component type (e.g. Animator)"Which prefabs have an Animator?"
get_prefab_summaryPrefab summary: root name, component count, component types"Summarize Hero.prefab" · "What's in this prefab?"
get_prefab_script_guidsScript GUIDs used by a prefab"What scripts does Hero.prefab use?"
list_subscenesECS/DOTS .subscene assets"List subscenes"
📁 Assets & references
ToolDescriptionExample prompt to type
get_asset_folder_treeFolder tree under Assets"Show asset folder tree"
list_assets_by_extensionBy extension (e.g. .png, .fbx)"List all .png textures" · "List FBX models"
find_referencesAssets referencing a path or GUID"What references this asset?" · "Find what uses Assets/Textures/hero.png"
list_large_assetsFiles over N MB (default 5)"List large assets" · "What's over 10 MB?"
list_video_clipsVideo clip assets (.mp4, .mov, .webm, etc.)"List video clips"
list_legacy_font_assetsLegacy fonts (.fontsettings, .ttf, .otf) — not TMP"List legacy fonts"
list_render_texturesRenderTexture assets"List render textures"
list_terrain_dataTerrainData and TerrainLayer assets"List terrain data"
list_lighting_settings_assetsLighting-related .asset files"List lighting settings assets"
search_assets_by_nameSearch Assets (and optionally Packages) by name pattern"Search assets named 'hero'"
get_texture_metaTexture .meta (maxSize, dimensions, spriteMode, PPU)"What's the import settings for hero.png?"
search_projectCombined search: name pattern, script pattern, and/or referrers of path"Search project for X" · "What references this path?"
get_meta_for_assetRead .meta for any asset path (guid, importer keys)"Show .meta for Assets/Models/character.fbx"
get_broken_asset_refsPrefabs/scenes/materials with any missing GUID reference"Find broken asset references"
list_scriptable_objects.asset files that are ScriptableObject instances"List all ScriptableObject assets"
🎨 Materials & shaders
ToolDescriptionExample prompt to type
list_materialsMaterials (optional folder)"List all materials" · "List materials in Assets/Materials"
list_materials_using_shaderMaterials that use a given shader (GUID or path)"Which materials use Standard shader?"
list_shaders.shader in Assets and Packages"List shaders"
list_shader_graphsShader Graph assets"List Shader Graph assets"
list_vfx_graphsVFX Graph assets"List VFX Graph assets"
🎞️ Animation
ToolDescriptionExample prompt to type
list_animator_controllers.controller assets"List animator controllers"
list_animation_clips.anim assets"List animation clips"
get_animator_statesState names from a controller"What states are in Player.controller?"
get_animator_transitionsState names and from/to transitions from a controller"Show animator transitions in Player.controller"
list_timeline_playablesTimeline .playable assets"List Timeline playables"
list_avatar_masksAvatar Mask (.mask) assets"List avatar masks"
list_animator_override_controllersAnimatorOverrideController assets"List animator override controllers"
🖼️ 2D & sprites
ToolDescriptionExample prompt to type
list_sprite_atlasesSprite Atlas assets"List sprite atlases"
list_tilemap_assetsTilemap-related assets"List tilemap assets"
list_sprite_assetsTextures configured as sprites (spriteMode in .meta)"List sprite assets"
✨ Rendering
ToolDescriptionExample prompt to type
list_render_pipelinesURP/HDRP pipeline assets, volume profiles"List render pipelines" · "What URP/HDRP assets are there?"
📝 TextMeshPro & UI
ToolDescriptionExample prompt to type
list_tmp_fontsTMP/font assets"List TextMeshPro fonts"
get_tmp_settings_pathTMP Settings asset path"Where is TMP Settings?"
list_ui_documents.uxml and .uss (UI Toolkit)"List UI Toolkit documents" · "List UXML and USS files"
🎮 Input
ToolDescriptionExample prompt to type
get_input_axesInputManager axes"What's in the Input Manager?" · "Show input axes"
list_input_action_assetsNew Input System .inputactions"List Input System action assets"
get_input_actions_summaryAction maps and actions from a file"Summarize Player.inputactions"
🏷️ Tags & layers
ToolDescriptionExample prompt to type
get_tags_and_layersTags and layers from TagManager"Show tags and layers"
🌐 Addressables & localization
ToolDescriptionExample prompt to type
get_addressables_infoGroups and config path"What Addressables groups are there?"
get_localization_tablesLocalization table files"List localization tables"
🔊 Audio
ToolDescriptionExample prompt to type
list_audio_clips.wav, .mp3, .ogg, .aiff"List audio clips"
list_audio_mixersAudio Mixer assets"List audio mixers"
🧪 Testing & docs
ToolDescriptionExample prompt to type
list_test_assembliesTest assembly definitions"List test assemblies"
get_repo_docsREADME, CONTRIBUTING, .cursorrules, etc."Show repo docs" · "What's in the README?"
read_agent_docs.agents/AGENT.md, optional REPO_UNDERSTANDING.md"Read agent docs" · "Show AGENT.md"
🔄 CI & version control
ToolDescriptionExample prompt to type
list_ci_configs.github/workflows, Jenkinsfile, unity-cloud-build"List CI configs" · "Show GitHub workflows"
list_presets.preset assets"List presets"
get_git_lfs_trackedLFS patterns from .gitattributes"What does Git LFS track?"
get_plastic_configPlastic SCM config"Show Plastic SCM config"
🔌 Integrations (config discovery only)
ToolDescriptionExample prompt to type
get_playfab_configTitle ID, config paths"Is PlayFab configured?"
list_figma_related_assetsFigma folder / named assets"List Figma-related assets"
get_firebase_configGoogleServices path, project ID"Show Firebase config"
get_steam_configsteam_appid.txt, Steamworks path"Is Steam configured?"
get_discord_configDiscord SDK path"Show Discord config"
get_fmod_configBanks path, bank files"Show FMOD config"
get_wwise_configSound banks, project paths"Show Wwise config"
list_substance_assets.sbsar, .sbs"List Substance assets"
list_speedtree_assets.spm, .stm"List SpeedTree assets"
list_lottie_assetsLottie JSON assets"List Lottie assets"
get_analytics_or_crash_configSentry, Crashlytics, BugSnag, etc."What analytics or crash reporting is set up?"
get_ads_configUnity Ads, AdMob, ironSource presence"Is ads SDK configured?"
⚡ Speed & productivity
ToolDescriptionExample prompt to type
get_project_statsOne-shot stats: scripts, prefabs, scenes, materials, animations, assemblies, packages"Give me project stats" · "How many prefabs and scenes?"
get_scene_referenced_assetsAsset paths referenced by a scene (build size / impact)"What assets does Main.unity reference?"
detect_assembly_cyclesCircular refs in assembly definitions (fix compile errors)"Detect assembly cycles" · "Any circular assembly refs?"
find_script_referencesC# files that reference a type/class name (refactoring)"Find references to PlayerController"
get_broken_script_refsPrefabs/scenes with missing script refs"Find prefabs with missing script"
get_prefab_dependenciesAsset paths referenced by a prefab (impact analysis)"What does Hero.prefab depend on?"
get_release_readinessOne-shot: version, build scenes, packages, broken refs, cycles, large assets"Is the project release ready?" · "Run release readiness check"
get_build_size_estimateBuild size estimate: total size and largest assets from build scenes"What's the build size?" · "Show largest assets in the build"
🔍 Meta
ToolDescriptionExample prompt to type
search_toolsFind relevant tools by intent (e.g. find references, missing script). Omit query to list all tools by category."What Unity tools do you have?" · "Find tools for references" · "List all tools by category"

Using search_tools — Pass an optional query to filter tools by name, description, or category. Omit query to get the full catalog grouped by category.

IntentExample queryTools you get (conceptually)
Find what references an assetfind referencesfind_references, search_project, …
Fix missing script on prefabsmissing scriptget_broken_script_refs, …
Work with texturestextureget_texture_meta, list_assets_by_extension, …
List or inspect prefabsprefablist_prefabs, list_prefabs_with_component, get_prefab_dependencies, …
Scenes and build orderscene or buildlist_all_scenes, list_build_scenes, get_scene_summary, …
C# scripts and APIsscript or assemblylist_scripts, get_script_public_api, find_scripts_by_content, …
Animationanimation or animatorlist_animator_controllers, list_animation_clips, …
List everything (no filter)(omit query)All tools, grouped by category

All tools read from the project filesystem only.


Real-life examples

Copy-paste these into Claude, Cursor, or any MCP client (with this server configured and UNITY_PROJECT_PATH set). The AI will pick the right tools.

RoleExample prompt
Developer"Which assembly contains Assets/Scripts/Player.cs?" · "List scripts in MyGame.Runtime" · "Who depends on MyGame.Core?" · "Are there assembly dependency cycles?" · "Run release readiness check"
Tester"Which scenes are in the build?" · "List assemblies that have test in the name" · "Is the project release ready?" · "What's the build size and largest assets?"
Game developer"Which prefabs have an Animator?" · "Summarize Hero.prefab" · "Show animator transitions in Player.controller" · "List input action assets"
Game designer"Which materials use Standard shader?" · "List all ScriptableObject assets" · "Summarize Main.unity" · "What lighting does Main.unity use?" · "List all objects in Main.unity with their layers"

What to type in Claude / Cursor or any other MCP Client

In Claude, Cursor, or any MCP client, ask in natural language; the AI picks the right tool. Use the Example prompt to type column in each tools table above — those are the phrases to type in chat to get that result.


Prerequisites

  • Node.js 18+
  • UNITY_PROJECT_PATH — Absolute path to your Unity project root (set in your MCP client)

Installation

git clone https://github.com/rachitkumarrastogi/unity-mcp-server.git
cd unity-mcp-server
npm install
npm run build

The server uses stdio; your MCP client starts it automatically.


Configuration

Example for Cursor (same idea for Claude Desktop, VS Code + MCP, Windsurf, etc.):

{
  "mcpServers": {
    "unity": {
      "command": "node",
      "args": ["/absolute/path/to/unity-mcp-server/dist/index.js"],
      "env": {
        "UNITY_PROJECT_PATH": "/absolute/path/to/YourUnityProject"
      }
    }
  }
}

Replace the paths with your actual paths. For Claude Desktop, add an entry under mcpServers in claude_desktop_config.json with the same command, args, and env. For VS Code, use your MCP extension’s config to add the server and UNITY_PROJECT_PATH. Other clients follow the same pattern in their own config files.


Development

  • Run built: node dist/index.js
  • Run dev: npm run dev or npx tsx src/index.ts

Integration with Unity Editor

  • Current workflow: The AI runs inside your IDE (Cursor, VS Code with MCP, Claude Desktop, Windsurf, or another MCP-capable client). This server provides the AI with read-only access to your project (scenes, scripts, settings, and related assets). You run Unity Editor separately to open scenes, enter Play mode, and build. The AI uses the server to inspect the project and to suggest changes, answer questions, and assist with refactoring.

  • Future compatibility: This server implements the standard MCP protocol over stdio and requires a single environment variable (UNITY_PROJECT_PATH). If Unity Editor gains built-in MCP client support, you could connect it to this server using the same configuration: command node, arguments pointing to dist/index.js, and UNITY_PROJECT_PATH set in the environment. No changes to this codebase would be required.


Security

This repository does not include game code, assets, or secrets. The Unity project path is supplied at runtime by your MCP client. The server is suitable for public and private use.


Documentation

  • MCP Registry — Discover and install this server from the official registry.
  • Guides: Quick start (end-to-end in your Unity project) · Purpose and use cases · Publish to npm and MCP Registry · How it helps Unity developers · Tools by role
  • Reference: Registry details · Comparison and rating · Audits and gap analysis · Suggested tools to add
  • Release notes: All versions
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Configuration

UNITY_PROJECT_PATH*

Absolute path to your Unity project root (required)

Categories
AI & LLM ToolsDesign & Creative
Registryactive
Packageunity-mcp-server
TransportSTDIO
AuthRequired
UpdatedFeb 20, 2026
View on GitHub

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