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CoplayDev/unity-mcp

Unity MCP: giving Claude, Cursor and Codex control of the Unity Editor

Unity MCP acts as a bridge between AI assistants and your Unity Editor. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.

14,295 stars1,497 forksC#MIT

At a glance

What is it?
CoplayDev's Unity MCP is an MIT-licensed bridge that exposes 47 MCP tools to any Model Context Protocol client. It installs as a Unity package, needs Python 3.10+ through uv, and is maintained by Aura.
Who is it for?
Adopt Unity MCP if you already drive an MCP client such as Claude Code, Cursor or Codex and want the Unity Editor inside that loop; the install path is a git URL in Package Manager plus Configure All Detected Clients. Skip it if your team cannot run Python 3.10+ through uv on developer machines, or if you need a written rollback story before letting an agent touch scenes and scripts, because the README documents neither.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 24 days ago.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on September 17, 2026, and from our analysis. They are not legal advice.

DEEP OPEN-SOURCE ANALYSIS

What Unity MCP actually removes from the loop

The friction it targets is small and constant: an assistant writes a C# snippet, you alt-tab into Unity, paste it into a script, wait for the domain reload, drag a GameObject into the scene, and describe the result back in chat. Unity MCP turns that round trip into a tool call. The README describes the project as a bridge between AI assistants (Claude, Codex, VS Code, local LLMs) and the Unity Editor over Model Context Protocol, with the LLM able to manage assets, control scenes, edit scripts, run tests, profile and build.

The audience is narrow and specific. You need an MCP-capable client already in your workflow, and you need to be comfortable letting a model emit editor operations rather than just text. Solo developers and small teams prototyping in Unity fit best. A studio with a locked editor toolchain and no appetite for a Python sidecar on every workstation fits badly, and that is a tooling decision, not a judgement on the code.

The bridge is a Unity package plus a Python MCP server

The repository splits into two halves that talk to each other. MCPForUnity/ is the Unity-side package: it is what Package Manager pulls in from the git URL, and it hosts the editor window where client configuration happens. Server/ is a Python MCP server, run through uv, that speaks the Model Context Protocol to your assistant and relays tool calls into the running editor. The docker-compose.yml file confirms the server shape: it builds Server/Dockerfile, maps port 8080, sets PYTHONPATH=/app/Server/src, and starts with uv run python src/main.py --transport http --http-host 0.0.0.0 --http-port 8080.

The README counts 47 focused MCP tool entrypoints. Those are not all loaded at once by default: the docs describe tool groups for vfx, animation, ui and testing, which implies the surface is partitioned so a client can be given a narrower set. Multiple Unity instances are handled through a documented multi-instance routing guide. Script edits can be checked by Roslyn validation, which the README links as a separate guide. The default branch is beta, and contributors are told to branch off beta rather than main, so the git URL in the quickstart points at a moving target unless you pin a tag.

Installing Unity MCP and running a first prompt

The README gives three steps. First, in Unity, open Package Manager and add the package from a git URL. The documented URL carries a path into the repository and a branch reference; the README also offers an OpenUPM alternative. Pinning a release tag is the safer choice for a project you intend to keep.

bash
# Unity -> Package Manager -> Add package from git URL
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main
# or pin a release:
https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#v10.0.0
# or via OpenUPM:
openupm add com.coplaydev.unity-mcp

Second, configure your clients. The editor window does this for you; the menu path is given verbatim in the README.

text
Window -> MCP for Unity -> Configure All Detected Clients

After that command, the clients it recognises should have the server registered. Third, prompt the model. The README's own example is a single sentence, and it expects the result to appear in the editor within seconds.

text
Create a cube at the origin and add a Rigidbody.

If you would rather run the server yourself, the compose file is the reference for the HTTP transport. It exposes port 8080 and requires the uv toolchain inside the image.

yaml
services:
  unity-mcp-server:
    build:
      context: .
      dockerfile: Server/Dockerfile
    ports:
      - "8080:8080"
    environment:
      - PYTHONPATH=/app/Server/src
    command: ["uv", "run", "python", "src/main.py", "--transport", "http", "--http-host", "0.0.0.0", "--http-port", "8080"]

Requirements are stated plainly: Unity 2021.3 LTS through 6.x, and Python 3.10+ supplied through uv. There is also a remote-server mode with authentication, documented separately.

Where the design pushes work back onto you

The beta default branch is the first real cost. The quickstart URL points at #main while the repository's default branch is beta, and the contributing guide tells developers to branch off beta, not main. That is an inconsistency worth resolving before you copy the URL, and pinning a tag sidesteps it.

The Python requirement is the second. Every machine that talks to the editor needs Python 3.10+ and uv, or a container running the server. That is a real dependency for a discipline whose tooling is normally a single editor install, and it is the point where a locked-down studio environment will stall.

Rollback is the third. The README does not document how to undo an agent's edits to a scene or a script. Roslyn validation is described as a guide for script validation, which suggests syntax is checked, but the README is silent on reverting a bad batch of operations. Treat version control as the undo mechanism, and treat the tool as unsafe on uncommitted work.

Finally, the scope is large on purpose. Forty-seven entrypoints that can create GameObjects, edit scripts, run tests and build mean a single misworded prompt has a wide blast radius. Tool groups are the documented mitigation; using them is a choice you have to make.

Unity MCP against Unity's own AI tooling and hand-written editor scripts

The obvious alternative is Unity's first-party AI offering. The README draws the line itself: this project states it is a free and open-source tool for the Unity Editor and is not affiliated with Unity Technologies. The difference in approach is the client. Unity MCP does not ship an assistant; it ships a protocol endpoint, so the model you already pay for is the model you use, and swapping Claude for Codex or a local LLM is a client configuration change rather than a vendor migration.

The second alternative is the one most teams already have: hand-written Editor scripts and menu items. Those are deterministic, reviewable, and need no Python. They also do not understand a sentence. Unity MCP is the right pick when the task is exploratory (block out a level, wire a prototype, rename a batch of assets) and the wrong pick when the operation is a fixed pipeline step you will run a thousand times, because a script is cheaper and reproducible.

A third option is any other MCP server for a different engine. The README points to Godot AI as a separate project from the same makers, which is a useful signal about where the maintainers see the bridge pattern going, but it is not a drop-in substitute for a Unity project.

Maintenance, licence and what upgrading costs

The repository is not archived. The last push was on 2026-09-05, and the most recent release listed is v10.2.0 on 2026-09-01, following v10.1.2 in August and v10.1.0 in July. That cadence is recent enough that pinning to a tag means a periodic bump, not a one-time install.

The README states the project is sponsored and maintained by Aura, which also sells Aura for Unity, a premium assistant for Unity and Unreal. That is a commercial relationship worth knowing about when you judge how long a free MIT tool will keep getting attention. It is not a licensing problem: the code is MIT, so you can fork it, and the README links a LICENSE file at the repository root.

The upgrade cost is concentrated in major versions. The README links a v10 migration guide and describes v10 as introducing asset generation, which tells you that v10 was not a drop-in patch. Read that guide before moving a working setup across a major version. The citation block points to a 2025 paper on the protocol-driven framework, so the design has a written description beyond the README.

Editorial conclusion

Adopt Unity MCP if you already drive an MCP client such as Claude Code, Cursor or Codex and want the Unity Editor inside that loop; the install path is a git URL in Package Manager plus Configure All Detected Clients. Skip it if your team cannot run Python 3.10+ through uv on developer machines, or if you need a written rollback story before letting an agent touch scenes and scripts, because the README documents neither. Verify two things first: that your Unity version sits inside the documented 2021.3 LTS to 6.x range, and that you can pin the package to a release tag such as #v10.0.0 rather than floating on #main.

Frequently asked questions

What is Unity MCP?

It is an MIT-licensed bridge that connects AI assistants to the Unity Editor over the Model Context Protocol. The README describes it as giving an LLM tools to manage assets, control scenes, edit scripts, run tests, profile and build.

Is Unity MCP free?

Yes. The README states the project is available freely under the MIT license, and the licence section points to a LICENSE file at the repository root.

How do I install Unity MCP?

Add the package in Unity through Package Manager using the git URL the README gives, or run openupm add com.coplaydev.unity-mcp, then open Window -> MCP for Unity -> Configure All Detected Clients. Unity 2021.3 LTS through 6.x and Python 3.10+ via uv are required.

How do I add Unity MCP to Claude Code or Claude Desktop?

The README's configuration step is the editor menu Window -> MCP for Unity -> Configure All Detected Clients, which registers the server with the clients it detects. Claude Desktop and Claude Code are both listed as supported MCP clients.

How do I use the Unity MCP server over HTTP?

The repository's docker-compose.yml builds Server/Dockerfile, maps port 8080, and starts the server with uv run python src/main.py --transport http --http-host 0.0.0.0 --http-port 8080. The README also links a separate guide for remote-hosted servers with authentication.

Official sources

  1. CoplayDev/unity-mcp on GitHub
  2. License: MIT
  3. Project website
  4. README
  5. Releases
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