Unity Prefab Parser MCP Server
Parses Unity text-serialized .prefab, .unity, and .asset files to output only Inspector-visible data in hierarchical YAML, reducing token usage by up to 96%.
README
Unity Prefab Parser MCP Server
An MCP (Model Context Protocol) server that parses Unity text-serialized .prefab, .unity, and .asset files and outputs only Inspector-visible data in a clean, hierarchical YAML format — reducing token usage by up to 96%.
Supports regular prefabs, prefab variants (shows overridden values grouped by GameObject and component), and scene files.
Works with any MCP-compatible AI client: Claude Desktop, OpenCode, VS Code Copilot, Cursor, Windsurf, Codex, and more.
Quick Start
git clone https://github.com/luckynee/unity-prefab-parser-mcp.git
cd unity-prefab-parser-mcp
npm install && npm run build
Then add to your AI client config (see Client Setup below).
Recommended Workflow
First time on a project
1. init_unity_project — scan .meta files, build GUID cache (once per project)
2. browse_unity_project — navigate folder tree to find the right subfolder
3. list_unity_assets — list assets in that folder (filter by type or name)
4. parse_unity_file — parse with preset: "compact" for token-efficient output
Subsequent sessions
Skip init_unity_project if .unity-mcp-cache.json exists and is less than 24h old. Go straight to browse_unity_project or list_unity_assets.
Example prompt
Initialize my Unity project at /path/to/MyGame, then show me all enemy prefabs.
The AI will call init_unity_project → browse_unity_project → list_unity_assets → parse_unity_file automatically.
Tools
init_unity_project
Scans all .meta files in a Unity project and saves a GUID→asset name cache to .unity-mcp-cache.json. Run once per project. Subsequent parse calls load from cache automatically — zero rescan cost.
{
"projectPath": "/path/to/MyUnityProject",
"force": false
}
projectPath— path to the Unity project root (the folder containingAssets/,ProjectSettings/)force— force rescan even if cache is fresh (default:false)
Returns: asset count, time taken, cache file location.
browse_unity_project
Navigate the Unity project folder tree with asset counts per folder. Use this to find the subfolder you want before calling list_unity_assets.
{
"projectPath": "/path/to/MyUnityProject",
"subPath": "Assets/Enemies",
"depth": 2
}
Example output:
Assets/
├── Enemies/ (12 prefabs)
├── UI/ (8 prefabs, 3 assets)
│ ├── HUD/ (4 prefabs)
│ └── Menus/ (4 prefabs)
├── Levels/ (5 scenes)
└── ScriptableObjects/ (23 assets)
list_unity_assets
List .prefab, .unity, and .asset files in a directory with absolute paths ready to paste into parse_unity_file.
{
"directory": "/path/to/MyUnityProject/Assets/Enemies",
"type": "prefab",
"search": "bat",
"recursive": true,
"limit": 50
}
type—"prefab","unity","asset", or"all"(default:"all")search— case-insensitive name filter (e.g."enemy"returnsEnemyBat.prefab,EnemyWolf.prefab)recursive— search subfolders (default:true)limit— max results (default:50)
parse_unity_file
Parse a Unity text-serialized file and extract Inspector-visible component data as clean YAML.
{
"filePath": "/path/to/MyUnityProject/Assets/Enemies/BatPF.prefab",
"config": {
"preset": "compact"
}
}
Presets:
| Preset | Token reduction | Best for |
|---|---|---|
compact |
~93–96% | LLM analysis, comparisons |
standard |
~84% | When you need GUID comments |
minimal |
~95% | Quick structural overview |
You can mix preset with overrides:
{ "preset": "compact", "includeDefaultValues": true }
parse_unity_prefab (deprecated)
Alias for parse_unity_file. Still works for backward compatibility.
Client Setup
All clients use the same MCP server binary. Replace /path/to/unity-prefab-parser-mcp with your actual clone path.
Claude Desktop
Edit ~/Library/Application Support/Claude/claude_desktop_config.json (macOS) or %APPDATA%\Claude\claude_desktop_config.json (Windows):
{
"mcpServers": {
"unity-prefab-parser": {
"command": "node",
"args": ["/path/to/unity-prefab-parser-mcp/dist/index.js"]
}
}
}
OpenCode
Add to your opencode.json:
{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"unity-parser": {
"type": "local",
"command": ["node", "/path/to/unity-prefab-parser-mcp/dist/index.js"],
"enabled": true
}
}
}
OpenCode users: copy the bundled skills and commands to your OpenCode config directory:
# Copy all three Unity skills
cp -r /path/to/unity-prefab-parser-mcp/skills/unity-asset-workflow ~/.config/opencode/skills/
cp -r /path/to/unity-prefab-parser-mcp/skills/unity-diff-workflow ~/.config/opencode/skills/
cp -r /path/to/unity-prefab-parser-mcp/skills/unity-scene-workflow ~/.config/opencode/skills/
# Copy all Unity slash commands
cp /path/to/unity-prefab-parser-mcp/commands/*.md ~/.config/opencode/commands/
Then restart OpenCode. Skills appear in /skills, commands appear in /commands.
| Skill | Purpose |
|---|---|
unity-asset-workflow |
General workflow — init, browse, list, parse |
unity-diff-workflow |
Compare prefabs, variants, scenes across versions |
unity-scene-workflow |
Navigate large .unity scenes token-efficiently |
Slash commands available after installing:
/unity-init [path]— initialize project cache/unity-browse [path]— browse project tree/unity-list [path] [type] [search]— list assets/unity-parse [path]— parse with compact preset/unity-diff [pathA] [pathB]— compare two prefabs or scenes/unity-scene [path]— token-efficient scene overview
VS Code (GitHub Copilot / MCP extension)
Add to .vscode/mcp.json in your workspace, or to VS Code user settings:
{
"mcpServers": {
"unity-prefab-parser": {
"command": "node",
"args": ["/path/to/unity-prefab-parser-mcp/dist/index.js"]
}
}
}
The .github/copilot-instructions.md bundled in this repo is auto-read by Copilot when the repo is open — no extra config needed for workflow guidance.
Cursor / Windsurf
Add to your MCP settings (Settings → MCP → Add Server):
{
"unity-prefab-parser": {
"command": "node",
"args": ["/path/to/unity-prefab-parser-mcp/dist/index.js"]
}
}
Codex / Claude Code (CLI agents)
The AGENTS.md file bundled in this repo is auto-read by Codex and Claude Code when they run in the project directory — no extra config needed. They will follow the init → browse → list → parse workflow automatically.
Unity Serialization Requirement
This server requires Unity's text serialization format. If a file is binary, the server will reject it with a clear error.
Enable text serialization: Edit → Project Settings → Editor → Asset Serialization → Mode = Force Text
Example Output
Regular Prefab (compact mode)
prefab_name: BatPF
hierarchy: |
BatPF (t: Player, l: Layer28)
├── Geometry
└── Data
components:
BatPF:
Transform:
lPos: (27.13, -6.38, 0)
Rigidbody2D:
mass: 3
linearDrag: 5
angularDrag: 6
gravity: 0
bodyType: 0
sleepingMode: 1
CircleCollider2D: {trigger: true, radius: 0.5}
Data:
EntityData:
_entityName: Bat
_walkSpeed: 1.5
_attack: 10
_defense: 2
_isAlive: true
Prefab Variant (compact mode)
Variants show variant_of and only the modifications from the base prefab, grouped by GameObject and actual component/script type:
prefab_name: Buck
variant_of: Buck Base
hierarchy: |
Buck Base # $
├── AI # $
├── Hitable Geometry # $
└── Unknown # $
components:
Buck Base:
Transform: # $
lPos: (-42.633396, -215.17801, 0) # $
GameObject: # $
name: Buck # $
Seeker: # $
tagPenalties.array.data: 10000 # $
AI:
AIBrain: # $
states.array.size: 7 # $
states.array.data.stateName: Exit Scene # $
states.array.data.transitions.array.array.data.trueState: Flee # $
Hitable Geometry:
GameObject: # $
layer: 20 # $
Unknown:
AggressiveAnimalData: # $
_defense: 3 # $
Animator: # $
ctrl: Buck Anim Controller # $
Variant markers:
| Marker | Meaning |
|---|---|
# $ |
Modified from base |
# + |
Added (new component or GameObject) |
# - |
Removed from base |
Note:
UnknownGameObjects are modification targets that live 2+ levels deep in nested prefab chains — their names can't be resolved without recursive loading.
Token Cost Reference
Real measurements on production prefabs:
| File | Raw YAML | Parsed compact | Reduction |
|---|---|---|---|
| Buck.prefab (variant, 38KB) | ~9,600 tokens | ~400 tokens | 96% |
| Buck Base.prefab (full, 73KB) | ~18,000 tokens | ~1,200 tokens | 93% |
Operation costs:
| Operation | Approx tokens |
|---|---|
init_unity_project |
0 (disk only) |
browse_unity_project |
~200–500 |
list_unity_assets (50 files) |
~800 |
parse_unity_file compact |
~150–1,200 |
parse_unity_file standard |
~300–2,000 |
| Raw Unity YAML (same file) | ~5,000–50,000 |
Configuration Reference
| Option | Type | Default | Description |
|---|---|---|---|
preset |
"minimal" | "standard" | "compact" |
— | Use a preset |
resolveAssetNames |
boolean | true |
Resolve GUIDs to asset names |
showAssetTypes |
boolean | true |
Show asset type as comment |
arrayMaxElements |
number | 20 |
Max array elements before summarizing |
nestedObjectDepth |
number | 4 |
Max depth for nested objects |
includeTransform |
boolean | true |
Include Transform components |
includeDisabledObjects |
boolean | true |
Include disabled GameObjects |
includeDefaultValues |
boolean | false |
Include properties with default values |
includeNullReferences |
boolean | false |
Include null/empty references |
includeHierarchy |
boolean | true |
Include hierarchy section |
componentWhitelist |
string[] | [] |
Only include these component types |
componentBlacklist |
string[] | [] |
Exclude these component types |
useBooleans |
boolean | false |
Convert 0/1 to true/false |
convertBitmasks |
boolean | false |
Convert LayerMask to layer arrays |
useTreeHierarchy |
boolean | false |
Use tree format for hierarchy |
abbreviateFieldNames |
boolean | false |
Shorten field names (lPos, lRot) |
omitDefaultTransforms |
boolean | false |
Omit default position/rotation/scale |
useShortRefs |
boolean | false |
Use @Name instead of <Type:Name> |
useParenVectors |
boolean | false |
Use (x, y, z) instead of {x, y, z} |
inlineSimpleComponents |
boolean | false |
Inline components with 1–2 fields |
showVariantMarkers |
boolean | true |
Show # $, # +, # - markers |
Supported Components
Built-in field filters for:
- Transform, RectTransform
- Rigidbody, Rigidbody2D
- All Collider types (Box, Sphere, Capsule, Circle, Polygon, Mesh)
- SpriteRenderer, MeshRenderer, SkinnedMeshRenderer, MeshFilter
- Animator, Animation
- AudioSource, Camera, Light
- Canvas, CanvasScaler, GraphicRaycaster
- UI: Image, Text, TextMeshProUGUI, Button
- ParticleSystem, ParticleSystemRenderer, TrailRenderer, LineRenderer
- MonoBehaviour (custom scripts — all serialized fields shown)
Project Structure
unity-prefab-parser-mcp/
├── src/
│ ├── index.ts # MCP server, all tool definitions
│ ├── parser.ts # Unity YAML parsing
│ ├── resolver.ts # Reference and value resolution
│ ├── components.ts # Component field filters and renames
│ ├── hierarchy.ts # GameObject tree builder
│ ├── formatter.ts # YAML output formatter
│ ├── config.ts # Configuration and presets
│ ├── cache.ts # Meta file GUID cache
│ └── variant.ts # Prefab variant detection
├── skills/
│ ├── unity-asset-workflow/
│ │ └── SKILL.md # General workflow (init, browse, list, parse)
│ ├── unity-diff-workflow/
│ │ └── SKILL.md # Compare prefabs, variants, scenes
│ └── unity-scene-workflow/
│ └── SKILL.md # Navigate large scenes token-efficiently
├── commands/
│ ├── unity-init.md # /unity-init [path]
│ ├── unity-browse.md # /unity-browse [path]
│ ├── unity-list.md # /unity-list [path] [type] [search]
│ ├── unity-parse.md # /unity-parse [path]
│ ├── unity-diff.md # /unity-diff [pathA] [pathB]
│ └── unity-scene.md # /unity-scene [path]
├── test/
│ └── parser.test.ts # Test suite (103 tests)
├── AGENTS.md # Auto-read by Codex and Claude Code
├── .github/
│ └── copilot-instructions.md # Auto-read by GitHub Copilot
├── package.json
└── tsconfig.json
Development
npm install # install dependencies
npm run build # compile TypeScript
npm test # run test suite (103 tests)
npm run dev # run with tsx (no build needed)
License
MIT
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