
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
Lightweight readiness probe. Returns the input message or 'pong' if omitted.
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages.
Call C# method. Any method could be called, even private methods. It requires to receive proper method schema. Use 'reflection-method-find' to find available method before using it. Receives input parameters and returns result.
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation. It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations. Full sample: ```csharp #nullable enable using System; using System.ComponentModel; using com.IvanMurzak.McpPlugin; using com.IvanMurzak.ReflectorNet.Utils; using com.IvanMurzak.Unity.MCP.Editor.Utils; using com.IvanMurzak.Unity.MCP.Runtime.Data; using UnityEditor; using UnityEngine; namespace com.IvanMurzak.Unity.MCP.Editor.API { [McpPluginToolType] public partial class Tool_Sample { [McpPluginTool("sample-get", Title = "Sample / Get")] [Description("Finds a GameObject and returns its ref data.")] public GameObjectRef Get ( [Description("Name of the GameObject to find.")] string name ) { return MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); return new GameObjectRef(go); }); } [McpPluginTool("sample-rename", Title = "Sample / Rename")] [Description("Renames a GameObject.")] public void Rename ( [Description("Current name of the GameObject.")] string name, [Description("New name to assign.")] string newName ) { MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); go.name = newName; EditorUtility.SetDirty(go); AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); }); } } } ``` ## Suggestions ### Refresh UI after visual changes If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately: ```csharp AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); ``` ### Refresh AssetDatabase after asset or script changes If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes: ```csharp MainThread.Instance.Run(() => { AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); }); ``` ### Use processing mechanic for long-running or domain-reload operations Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must: 1. Accept a `[RequestID] string? requestId` parameter. 2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately. 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`. 4. When the operation finishes, send the final result by calling: ```csharp _ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData { RequestId = requestId, Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId) }); ``` If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way. ### Return structured data with a typed response Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type: ```csharp // Return type: public ResponseCallValueTool<MyResult> MyTool(...) { return ResponseCallValueTool<MyResult>.Success(new MyResult { Name = go.name, InstanceID = go.GetInstanceID() }).SetRequestID(requestId); } // Data model: public class MyResult { [Description("Name of the GameObject.")] public string? Name { get; set; } [Description("Unity instance ID of the GameObject.")] public int InstanceID { get; set; } } ``` For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically. ### Validate inputs early and throw clearly Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct: ```csharp if (string.IsNullOrEmpty(name)) throw new ArgumentException("Name cannot be null or empty.", nameof(name)); ``` ### Always use MainThread for Unity API calls All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.
Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first.
Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
List all available MCP tools. Optionally filter by regex across tool names, descriptions, and arguments.
Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation. It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations. Full sample: ```csharp #nullable enable using System; using System.ComponentModel; using com.IvanMurzak.McpPlugin; using com.IvanMurzak.ReflectorNet.Utils; using com.IvanMurzak.Unity.MCP.Editor.Utils; using com.IvanMurzak.Unity.MCP.Runtime.Data; using UnityEditor; using UnityEngine; namespace com.IvanMurzak.Unity.MCP.Editor.API { [McpPluginToolType] public partial class Tool_Sample { [McpPluginTool("sample-get", Title = "Sample / Get")] [Description("Finds a GameObject and returns its ref data.")] public GameObjectRef Get ( [Description("Name of the GameObject to find.")] string name ) { return MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); return new GameObjectRef(go); }); } [McpPluginTool("sample-rename", Title = "Sample / Rename")] [Description("Renames a GameObject.")] public void Rename ( [Description("Current name of the GameObject.")] string name, [Description("New name to assign.")] string newName ) { MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); go.name = newName; EditorUtility.SetDirty(go); AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); }); } } } ``` ## Suggestions ### Refresh UI after visual changes If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately: ```csharp AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); ``` ### Refresh AssetDatabase after asset or script changes If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes: ```csharp MainThread.Instance.Run(() => { AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); }); ``` ### Use processing mechanic for long-running or domain-reload operations Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must: 1. Accept a `[RequestID] string? requestId` parameter. 2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately. 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`. 4. When the operation finishes, send the final result by calling: ```csharp _ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData { RequestId = requestId, Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId) }); ``` If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way. ### Return structured data with a typed response Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type: ```csharp // Return type: public ResponseCallValueTool<MyResult> MyTool(...) { return ResponseCallValueTool<MyResult>.Success(new MyResult { Name = go.name, InstanceID = go.GetInstanceID() }).SetRequestID(requestId); } // Data model: public class MyResult { [Description("Name of the GameObject.")] public string? Name { get; set; } [Description("Unity instance ID of the GameObject.")] public int InstanceID { get; set; } } ``` For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically. ### Validate inputs early and throw clearly Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct: ```csharp if (string.IsNullOrEmpty(name)) throw new ArgumentException("Name cannot be null or empty.", nameof(name)); ``` ### Always use MainThread for Unity API calls All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects.
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.
List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages.
Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
Call C# method. Any method could be called, even private methods. It requires to receive proper method schema. Use 'reflection-method-find' to find available method before using it. Receives input parameters and returns result.
Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it.
Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene.
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
Enable or disable MCP tools by name. Allows controlling which tools are available for the AI agent.
Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first.
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
Generate all skills from the existed Tools in the Unity Project.
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first.
Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
List C# class names extended from UnityEngine.Component. Use this to find component type names for 'gameobject-component-add' tool. Results are paginated to avoid overwhelming responses.
List C# class names extended from UnityEngine.Component. Use this to find component type names for 'gameobject-component-add' tool. Results are paginated to avoid overwhelming responses.
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.
Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
Captures a screenshot from the Unity Editor Scene View and returns it as an image. Returns the image directly for visual inspection by the LLM.
Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first.
Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.
Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects.
Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool.
Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool.
Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages.
Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages.
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages.
Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first.
Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first.
Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first.
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
Provides an initial setup for AI Skills, `unity-mcp-cli` command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation. It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations. Full sample: ```csharp #nullable enable using System; using System.ComponentModel; using com.IvanMurzak.McpPlugin; using com.IvanMurzak.ReflectorNet.Utils; using com.IvanMurzak.Unity.MCP.Editor.Utils; using com.IvanMurzak.Unity.MCP.Runtime.Data; using UnityEditor; using UnityEngine; namespace com.IvanMurzak.Unity.MCP.Editor.API { [McpPluginToolType] public partial class Tool_Sample { [McpPluginTool("sample-get", Title = "Sample / Get")] [Description("Finds a GameObject and returns its ref data.")] public GameObjectRef Get ( [Description("Name of the GameObject to find.")] string name ) { return MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); return new GameObjectRef(go); }); } [McpPluginTool("sample-rename", Title = "Sample / Rename")] [Description("Renames a GameObject.")] public void Rename ( [Description("Current name of the GameObject.")] string name, [Description("New name to assign.")] string newName ) { MainThread.Instance.Run(() => { var go = GameObject.Find(name) ?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name)); go.name = newName; EditorUtility.SetDirty(go); AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); }); } } } ``` ## Suggestions ### Refresh UI after visual changes If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately: ```csharp AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); EditorUtils.RepaintAllEditorWindows(); ``` ### Refresh AssetDatabase after asset or script changes If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes: ```csharp MainThread.Instance.Run(() => { AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); }); ``` ### Use processing mechanic for long-running or domain-reload operations Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must: 1. Accept a `[RequestID] string? requestId` parameter. 2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately. 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`. 4. When the operation finishes, send the final result by calling: ```csharp _ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData { RequestId = requestId, Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId) }); ``` If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way. ### Return structured data with a typed response Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type: ```csharp // Return type: public ResponseCallValueTool<MyResult> MyTool(...) { return ResponseCallValueTool<MyResult>.Success(new MyResult { Name = go.name, InstanceID = go.GetInstanceID() }).SetRequestID(requestId); } // Data model: public class MyResult { [Description("Name of the GameObject.")] public string? Name { get; set; } [Description("Unity instance ID of the GameObject.")] public int InstanceID { get; set; } } ``` For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically. ### Validate inputs early and throw clearly Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct: ```csharp if (string.IsNullOrEmpty(name)) throw new ArgumentException("Name cannot be null or empty.", nameof(name)); ``` ### Always use MainThread for Unity API calls All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
Generate all skills from the existed Tools in the Unity Project.
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it.
Copy assets at given paths and store them at new paths. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying.
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene.
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first.
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first.
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful.
Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames).
Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool.
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project.
Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode.
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first.
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
Clears the MCP log cache (used by console-get-logs) and the Unity Editor Console window. Useful for isolating errors related to a specific action by clearing logs before performing the action.
List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool.
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc.
Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first.
Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection.
Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add.
Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects.
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
List C# class names extended from UnityEngine.Component. Use this to find component type names for 'gameobject-component-add' tool. Results are paginated to avoid overwhelming responses.
Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first.
Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations.
Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject.
Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool.
Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages.
Call C# method. Any method could be called, even private methods. It requires to receive proper method schema. Use 'reflection-method-find' to find available method before using it. Receives input parameters and returns result.
Lightweight readiness probe. Returns the input message or 'pong' if omitted.
Lightweight readiness probe. Returns the input message or 'pong' if omitted.
Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it.
Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene.
This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes.
Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes.
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute.
Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development.
Generates a JSON Schema for a given C# type name using reflection. Supports primitives, enums, arrays, generic collections, dictionaries, and complex objects. The type must be present in any loaded assembly. Use the full type name (e.g. 'UnityEngine.Vector3') for best results.
Generate all skills from the existed Tools in the Unity Project.
Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving.
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.