Tool/unity-mcp/unity-mcp-skill/SKILL.md
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
npx skillsauth add lyxjack/toolbox unity-mcp-orchestratorInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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This skill helps you effectively use the Unity Editor with MCP tools and resources.
Examples in references/workflows.md and references/tools-reference.md are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.
Before applying a template:
find_gameobjects.Always read relevant resources before using tools. This prevents errors and provides the necessary context.
1. Check editor state → mcpforunity://editor/state
2. Understand the scene → mcpforunity://scene/gameobject-api
3. Find what you need → find_gameobjects or resources
4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
5. Verify results → read_console, manage_camera(action="screenshot"), resources
# After create_script or script_apply_edits:
# Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically.
# No need to call refresh_unity — just wait for compilation to finish, then check console.
# 1. Poll editor state until compilation completes
# Read mcpforunity://editor/state → wait until is_compiling == false
# 2. Check for compilation errors
read_console(types=["error"], count=10, include_stacktrace=True)
Why: Unity must compile scripts before they're usable. create_script and script_apply_edits already trigger import and compilation automatically — calling refresh_unity afterward is redundant.
batch_execute for Multiple Operations# 10-100x faster than sequential calls
batch_execute(
commands=[
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}}
],
parallel=True # Hint only: Unity may still execute sequentially
)
Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100). Use fail_fast=True for dependent operations.
Tip: Also use batch_execute for discovery — batch multiple find_gameobjects calls instead of calling them one at a time:
batch_execute(commands=[
{"tool": "find_gameobjects", "params": {"search_term": "Camera", "search_method": "by_component"}},
{"tool": "find_gameobjects", "params": {"search_term": "Player", "search_method": "by_tag"}},
{"tool": "find_gameobjects", "params": {"search_term": "GameManager", "search_method": "by_name"}}
])
# Basic screenshot (saves to Assets/, returns file path only)
manage_camera(action="screenshot")
# Inline screenshot (returns base64 PNG directly to the AI)
manage_camera(action="screenshot", include_image=True)
# Use a specific camera and cap resolution for smaller payloads
manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
# Batch surround: captures front/back/left/right/top/bird_eye around the scene
manage_camera(action="screenshot", batch="surround", max_resolution=256)
# Batch surround centered on a specific object
manage_camera(action="screenshot", batch="surround", view_target="Player", max_resolution=256)
# Positioned screenshot: place a temp camera and capture in one call
manage_camera(action="screenshot", view_target="Player", view_position=[0, 10, -10], max_resolution=512)
# Scene View screenshot: capture what the developer sees in the editor
manage_camera(action="screenshot", capture_source="scene_view", include_image=True)
# Scene View framed on a specific object
manage_camera(action="screenshot", capture_source="scene_view", view_target="Canvas", include_image=True)
Best practices for AI scene understanding:
include_image=True when you need to see the scene, not just save a file.batch="surround" for a comprehensive overview (6 angles, one command).view_target/view_position to capture from a specific viewpoint without needing a scene camera.capture_source="scene_view" to see the editor viewport (gizmos, wireframes, grid).max_resolution at 256–512 to balance quality vs. token cost.# Agentic camera loop: point, shoot, analyze
manage_gameobject(action="look_at", target="MainCamera", look_at_target="Player")
manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
# → Analyze image, decide next action
# Multi-view screenshot (6-angle contact sheet)
manage_camera(action="screenshot_multiview", max_resolution=480)
# Scene View for editor-level inspection (shows gizmos, debug overlays, etc.)
manage_camera(action="screenshot", capture_source="scene_view", view_target="Player", include_image=True)
read_console(
action="get",
types=["error", "warning"], # Focus on problems
count=10,
format="detailed"
)
editor_state Before Complex Operations# Read mcpforunity://editor/state to check:
# - is_compiling: Wait if true
# - is_domain_reload_pending: Wait if true
# - ready_for_tools: Only proceed if true
# - blocking_reasons: Why tools might fail
These are common patterns, not strict guarantees. manage_components.set_property payload shapes can vary by component/property; if a template fails, inspect the component resource payload and adjust.
# Both forms accepted:
position=[1.0, 2.0, 3.0] # List
position="[1.0, 2.0, 3.0]" # JSON string
# Both forms accepted:
include_inactive=True # Boolean
include_inactive="true" # String
# Auto-detected format:
color=[255, 0, 0, 255] # 0-255 range
color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
# Assets-relative (default):
path="Assets/Scripts/MyScript.cs"
# URI forms:
uri="mcpforunity://path/Assets/Scripts/MyScript.cs"
uri="file:///full/path/to/file.cs"
| Category | Key Tools | Use For |
|----------|-----------|---------|
| Scene | manage_scene, find_gameobjects | Scene operations, finding objects |
| Objects | manage_gameobject, manage_components | Creating/modifying GameObjects |
| Scripts | create_script, script_apply_edits, validate_script | C# code management (auto-refreshes on create/edit) |
| Assets | manage_asset, manage_prefabs | Asset operations. Prefab instantiation is done via manage_gameobject(action="create", prefab_path="..."), not manage_prefabs. |
| Editor | manage_editor, execute_menu_item, read_console | Editor control, package deployment (deploy_package/restore_package actions) |
| Testing | run_tests, get_test_job | Unity Test Framework |
| Batch | batch_execute | Parallel/bulk operations |
| Camera | manage_camera | Camera management (Unity Camera + Cinemachine). Tier 1 (always available): create, target, lens, priority, list, screenshot. Tier 2 (requires com.unity.cinemachine): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: mcpforunity://scene/cameras. Use ping to check Cinemachine availability. See tools-reference.md. |
| Graphics | manage_graphics | Rendering and post-processing management. 33 actions across 5 groups: Volume (create/configure volumes and effects, URP/HDRP), Bake (lightmaps, light probes, reflection probes, Edit mode only), Stats (draw calls, batches, memory), Pipeline (quality levels, pipeline settings), Features (URP renderer features: add, remove, toggle, reorder). Resources: mcpforunity://scene/volumes, mcpforunity://rendering/stats, mcpforunity://pipeline/renderer-features. Use ping to check pipeline status. See tools-reference.md. |
| Packages | manage_packages | Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (force=true to override). See tools-reference.md. |
| Physics | manage_physics | Manage 3D and 2D physics (21 actions). Settings, collision matrix, materials, joints (14 types). Queries: raycast, raycast_all, linecast, shapecast (sphere/box/capsule sweep), overlap. Forces: apply_force (AddForce/AddTorque/AddExplosionForce with ForceMode). Rigidbody: get_rigidbody, configure_rigidbody (mass, drag, gravity, constraints, collision detection). Validation: scene-wide checks. Simulation: simulate_step in edit mode. See tools-reference.md. |
| ProBuilder | manage_probuilder | 3D modeling, mesh editing, complex geometry. When com.unity.probuilder is installed, prefer ProBuilder shapes over primitive GameObjects for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See ProBuilder Guide. |
| UI | manage_ui, batch_execute with manage_gameobject + manage_components | UI Toolkit: Use manage_ui to create UXML/USS files, attach UIDocument, inspect visual trees. uGUI (Canvas): Use batch_execute for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. Read mcpforunity://project/info first to detect uGUI/TMP/Input System/UI Toolkit availability. (see UI workflows) |
| Docs | unity_reflect, unity_docs | API verification and documentation lookup. unity_reflect inspects live C# APIs via reflection (requires Unity connection): search types across assemblies, get_type for member summary, get_member for full signatures. unity_docs fetches official docs from docs.unity3d.com (no Unity connection needed): get_doc (ScriptReference), get_manual (Manual pages), get_package_doc (package docs), lookup (parallel search all sources + project assets). Trust hierarchy: reflection > project assets > docs. Workflow: unity_reflect search -> get_type -> get_member -> unity_docs lookup. See tools-reference.md. |
# 1. Create the script (automatically triggers import + compilation)
create_script(
path="Assets/Scripts/PlayerController.cs",
contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}"
)
# 2. Wait for compilation to finish
# Read mcpforunity://editor/state → wait until is_compiling == false
# 3. Check for compilation errors
read_console(types=["error"], count=10)
# 4. Only then attach to GameObject
manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
# 1. Find by name/tag/component (returns IDs only)
result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50)
# 2. Get full data via resource
# mcpforunity://scene/gameobject/{instance_id}
# 3. Modify using the ID
manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
# 1. Start test run (async)
result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"])
job_id = result["job_id"]
# 2. Poll for completion
result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
Large queries return paginated results. Always follow next_cursor:
cursor = 0
all_items = []
while True:
result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor)
all_items.extend(result["data"]["items"])
if not result["data"].get("next_cursor"):
break
cursor = result["data"]["next_cursor"]
When multiple Unity Editors are running:
# 1. List instances via resource: mcpforunity://instances
# 2. Set active instance
set_active_instance(instance="MyProject@abc123")
# 3. All subsequent calls route to that instance
| Symptom | Cause | Solution |
|---------|-------|----------|
| Tools return "busy" | Compilation in progress | Wait, check editor_state |
| "stale_file" error | File changed since SHA | Re-fetch SHA with get_sha, retry |
| Connection lost | Domain reload | Wait ~5s, reconnect |
| Commands fail silently | Wrong instance | Check set_active_instance |
For detailed schemas and examples:
development
Use when implementing any feature or bugfix, before writing implementation code
development
Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes
testing
Use when creating new skills, editing existing skills, or verifying skills work before deployment
development
Use when you have a spec or requirements for a multi-step task, before touching code