unity-mcp

⚠ Stale — 204d ago

unity-mcp (MCP for Unity) is a Unity Editor extension that runs a local MCP/HTTP server on the user machine and exposes a rich set of “tools” and “resources” so AI assistants can inspect and modify Unity projects (assets, scenes, scripts, editor actions) and automate workflows.

Evaluated Mar 29, 2026 (204d ago)
Homepage ↗ Repo ↗ Ai Ml mcp unity editor-automation ai-integration local-server tooling csharp
⚙ Agent Friendliness
66
/ 100
Can an agent use this?
🔒 Security
44
/ 100
Is it safe for agents?
⚡ Reliability
48
/ 100
Does it work consistently?

Score Breakdown

⚙ Agent Friendliness

MCP Quality
85
Documentation
80
Error Messages
0
Auth Simplicity
90
Rate Limits
20

🔒 Security

TLS Enforcement
70
Auth Strength
30
Scope Granularity
10
Dep. Hygiene
40
Secret Handling
70

Network exposure is fail-closed by default: local loopback-only binding for HTTP local, explicit opt-in required for LAN binding and for plain HTTP remote. README mentions telemetry is anonymous and privacy-focused with an opt-out. However, no user authentication/authorization model (tokens/scopes) is described for the MCP server, so security relies heavily on local-only access and network settings. Dependency/version/CVE status is not stated in the provided content.

⚡ Reliability

Uptime/SLA
0
Version Stability
75
Breaking Changes
60
Error Recovery
55
AF Security Reliability

Best When

You want an AI-driven, local developer workflow where the Unity editor is already trusted and the AI is assisting with editor automation on the same machine.

Avoid When

You need multi-tenant or cross-user access, strong identity-based authorization, or fully unattended remote execution over untrusted networks.

Use Cases

  • • Let an AI assistant create and edit Unity scenes (game objects, components, materials, textures)
  • • Automate Unity editor tasks (builds, package management, menu actions, running tests)
  • • Assist with script authoring and edits via code tools and optional Roslyn-based validation
  • • Multi-instance Unity editor control by routing subsequent tool calls to a selected instance
  • • Verifying Unity API usage by reflecting live C# APIs and fetching Unity documentation

Not For

  • • Production remote control of Unity over the public internet without careful network hardening
  • • Use cases requiring strong formal authentication/authorization between multiple users (it is local by default)
  • • Environments where running arbitrary editor actions from an LLM tool layer is not acceptable

Interface

REST API
Yes
GraphQL
No
gRPC
No
MCP Server
Yes ↗
SDK
No
Webhooks
No

Authentication

Methods: Local network only (loopback default) without user auth described in README
OAuth: No Scopes: No

README describes network defaults (fail-closed loopback by default; remote requires https and explicit opt-in for insecure/in-LAN binding) but does not describe user-level auth, tokens, or scopes.

Pricing

Free tier: Yes
Requires CC: No

No direct pricing for unity-mcp is stated; sponsorship and Coplay products are mentioned separately, but unity-mcp itself is MIT.

Agent Metadata

Pagination
none
Idempotent
False
Retry Guidance
Not documented

Known Gotchas

  • ⚠ Statefulness: many tools change the Unity project/scene; repeated calls may have compounding effects
  • ⚠ Long-running operations exist (async job tracking/polling); agent may need to poll using provided job endpoints rather than immediately retrying
  • ⚠ Multi-instance routing requires selecting the active instance (set_active_instance) before subsequent actions

Alternatives

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Scores are editorial opinions as of 2026-03-29.

8642
Packages Evaluated
17761
Need Evaluation
9228
Need Re-evaluation
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