The Most Advanced MCP Server for Unity Editor
中文 | English
GameBooom MCP For Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.
Describe your game in one sentence — your AI assistant builds it in Unity through GameBooom MCP For Unity's 79 built-in tools for scene creation, script generation, runtime validation, input simulation, performance analysis, and editor automation.
"Build a snake game with a 10x10 grid, food spawning, score UI, and game-over screen"
Your AI assistant handles it through GameBooom MCP For Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic — all from a single prompt.
execute_codeFirst — The package is optimized around one high-flexibility C# execution tool for rich editor/runtime orchestration when many small tools would be noisy- Play Mode Automation — Enter play mode, simulate keyboard/mouse input, capture screenshots, inspect logs, and validate behavior from the same MCP session
- Project Context Built In — Exposes live resources for project state, active scene, selection, compilation, console output, and MCP interaction history
- Focused by Default, Full When Needed —
coreexposes a compact high-signal toolset;fullexposes all 79 tools - Single Unity Package — No extra approval UI, no external daemon to click through, and no Python requirement for the Unity-side plugin itself
- Extensible — Add custom tools with attribute-based discovery, or connect Unity to external MCP services when needed
- 79 Built-in Tools — Scene editing, assets, scripts, play mode control, screenshots, performance analysis, prompts, resources, and editor automation across 19 modules
- Resources & Prompts — Live project context, scene/selection/error resources, resource templates, and reusable workflow prompts
- Input Simulation + Screenshots — Drive play mode with keyboard/mouse simulation and verify results with game/scene captures
- Built-in Updating — Check for updates from the Unity menu and either re-pull the Git package or auto-import the latest
unitypackage - MCP Server + MCP Client — Expose Unity to external AI clients and connect Unity to external MCP servers when needed
- Vendor Agnostic — Works with any AI client that supports MCP: Claude Code, Cursor, Windsurf, Codex, VS Code Copilot, etc.
- This package is Editor-only. It does not add runtime components to your built game.
- The MCP server listens on
http://127.0.0.1:8765/by default. - The package defaults to the
coreMCP tool profile to reduce tool-list noise for AI clients.corecurrently exposes 19 high-signal tools centered onexecute_code, play mode control, input simulation, screenshots, performance inspection, logs, and compilation checks. Switch tofullin the MCP Server window if you want all 79 tools exposed. - All exposed MCP tools run directly. There is no extra approval toggle.
- Menu:
GameBooom > Check for Updatescan refresh Git installs in place or download and import the latest.unitypackageautomatically.
In Unity, go to Window → Package Manager → + → Add package from git URL:
https://github.com/FunseaAI/unity-mcp.git
Menu: GameBooom → MCP Server to start the server.
The server runs on http://127.0.0.1:8765/ by default.
Claude Code / Claude Desktop
{
"mcpServers": {
"gamebooom": {
"type": "http",
"url": "http://127.0.0.1:8765/"
}
}
}Cursor
{
"mcpServers": {
"gamebooom": {
"url": "http://127.0.0.1:8765/"
}
}
}VS Code
{
"servers": {
"gamebooom": {
"type": "http",
"url": "http://127.0.0.1:8765/"
}
}
}Trae
{
"mcpServers": {
"gamebooom": {
"url": "http://127.0.0.1:8765/"
}
}
}Kiro
{
"mcpServers": {
"gamebooom": {
"type": "http",
"url": "http://127.0.0.1:8765/"
}
}
}Codex
[mcp_servers.gamebooom]
url = "http://127.0.0.1:8765/"Windsurf
Use the same JSON structure as Cursor unless your local Windsurf version requires a different MCP config format.
Open your AI client and try a few safe requests first:
- "Call
get_scene_infoand tell me what scene is open." - "Read
unity://project/contextand summarize the current editor state." - "Use
execute_codeto return the active scene name."
If those work, the MCP server, resources, and primary execution tool are connected correctly.
Open your AI client and try: "Create a 3D platformer level with 5 floating platforms"
The table below compares this repository with the publicly documented behavior of Coplay's open-source unity-mcp repository on GitHub.
| Area | GameBooom MCP For Unity | Coplay unity-mcp |
|---|---|---|
| Unity-side architecture | Embedded Unity Editor package with built-in HTTP MCP server | Unity bridge plus local Python MCP server |
| Extra local prerequisites | Unity package only for core workflows | Unity + Python 3.10+ + uv according to the public quick start |
| Primary workflow style | execute_code first, then focused helper tools |
Broad manage_* tool families exposed through the bridge |
| Default tool exposure | Compact core profile with optional full expansion |
Public docs emphasize a broad always-available tool surface |
| Built-in context model | Project resources, resource templates, workflow prompts, interaction history | Public README emphasizes tool families and bridge/server workflow |
| Play mode validation | Built-in play mode control, screenshots, logs, and input simulation in the package | Public README emphasizes broad Unity management and automation tools |
| Positioning | Lightweight, direct, MIT-licensed Unity MCP server for AI-driven editor control | Full-featured Unity bridge maintained by Coplay with Python-backed server setup |
Source for Coplay column: CoplayDev/unity-mcp
The current open-source package exposes four high-value capability layers:
- Tools — 79 total tools in
full, 19 focused tools incore - Primary execution —
execute_codefor rich editor/runtime orchestration - Prompts — workflow prompts like
fix_compile_errors,runtime_validation, andcreate_playable_prototype - Resources — project context, scene summaries, selection state, compile errors, console errors, MCP interaction history, plus resource templates for scene objects, components, and asset paths
GameBooom MCP For Unity currently ships with 79 tool functions across 19 modules:
| Category | Tools |
|---|---|
| GameObject | create_primitive, create_game_object, delete_game_object, find_game_objects, get_game_object_info, set_transform, duplicate_game_object, rename_game_object, set_parent, add_component, set_tag_and_layer, set_active |
| Hierarchy | get_hierarchy |
| Components | get_component_properties, list_components, set_component_property, set_component_properties |
| Scripts | create_script, edit_script, patch_script |
| Assets | create_material, assign_material, find_assets, delete_asset, rename_asset, copy_asset |
| Files | read_file, write_file, search_files, list_directory, exists |
| Scene | get_scene_info, list_scenes, save_scene, open_scene, create_new_scene, enter_play_mode, exit_play_mode, set_time_scale, get_time_scale |
| Prefabs | create_prefab, instantiate_prefab, unpack_prefab |
| UI | create_canvas, create_button, create_text, create_image |
| Animation | create_animation_clip, create_animator_controller, assign_animator |
| Camera | get_camera_properties, set_camera_projection, set_camera_settings, set_camera_culling_mask |
| Screenshot | capture_game_view, capture_scene_view |
| Script Execution | execute_code |
| Input Simulation | simulate_key_press, simulate_key_combo, simulate_mouse_click, simulate_mouse_drag |
| Performance | get_performance_snapshot, analyze_scene_complexity |
| Packages | install_package, remove_package, list_packages |
| Compilation | wait_for_compilation, request_recompile, get_compilation_errors, get_reload_recovery_status |
| Visual Feedback | select_object, focus_on_object, ping_asset, log_message, show_dialog, get_console_logs |
Create your own tools with simple attribute annotations:
using System.ComponentModel;
[ToolProvider("MyTools")]
public static class MyCustomTools
{
[Description("Spawns enemies at random positions in the scene")]
public static string SpawnEnemies(
[ToolParam("Number of enemies to spawn", Required = true)] int count,
[ToolParam("Prefab path in Assets")] string prefabPath)
{
// Your implementation here
return $"Spawned {count} enemies";
}
}Methods are automatically discovered, converted to snake_case (spawn_enemies), and exposed via MCP with JSON Schema definitions.
MCP Server (HTTP JSON-RPC 2.0)
└─ MCPRequestHandler (protocol handling)
└─ MCPExecutionBridge
└─ FunctionInvokerController (reflection-based invocation)
└─ Tool Functions (79 built-in tools across 19 modules)
External AI Client → HTTP Request → MCPRequestHandler → MCPExecutionBridge → FunctionInvokerController → tool method
- Unity 2022.3 or later
- .NET / Mono with
Newtonsoft.Json
Contributions are welcome! Please read the Contributing Guide before submitting a PR.
MIT — Free to use, modify, distribute, and integrate into commercial or open-source projects.
