UnityMCP
Local Streamable HTTP MCP server exposing Unity Editor inspection, authoring, testing, profiling, play-mode, and build tools.
README
UnityMCP
UnityMCP is a local Streamable HTTP MCP server that exposes Unity Editor inspection, authoring, testing, profiling, play-mode, and build tools. Its core has no compile-time dependency on a game's scripts or on Netcode for GameObjects.
Requirements
- Unity 6 (
6000.0or newer) - A local MCP client such as Codex
- The package dependencies declared in
package.json(Unity installs these through UPM)
Install
Use one of these approaches:
-
In Unity Package Manager, choose Add package from git URL and enter:
https://github.com/zloybest/UnityMCP.git#v0.23.0The repository must be accessible to Git on that computer.
-
For local development, copy this entire directory into the other project's
Packages/com.zloybest.unitymcpdirectory. Keeppackage.json, the assembly definition, source files, and.metafiles together.
Do not copy only the .cs files: the package manifest supplies required Unity packages,
and the assembly definition prevents accidental references to the host game's assemblies.
The complete command and protocol reference is in
Documentation~/UnityMCP.md.
Configure Unity
- Wait for Unity to finish importing and compiling.
- Open Tools > Unity MCP > Control Window.
- Leave Auto Start enabled or start the server manually.
- Choose a free port. The default is
8090; use a different port for each concurrently open Unity project. - Click Restart after changing the port.
- Confirm the endpoint shows
http://127.0.0.1:<port>/.
Settings are stored per Unity project in ProjectSettings/UnityMCPSettings.asset.
When Unity Multiplayer Play Mode launches additional Editor instances, UnityMCP keeps
the endpoint exclusively in the main Editor. Additional Editors detect Unity's virtual
project launch marker (and CurrentPlayer.IsMainEditor when available) and suppress
server startup, preventing a clone from capturing the configured port during domain
reload.
Requests from non-loopback addresses are rejected.
Connect an MCP client
UnityMCP supports two client connection approaches:
| Approach | Best fit | Tradeoff |
|---|---|---|
| Direct Streamable HTTP | Simplest setup and lowest overhead. Recommended when the client tolerates a brief Unity reload. | A request can fail if it lands during compilation or a domain reload. |
| Stdio proxy | Long-running sessions where reload resilience matters most. | Requires Node.js 18+ and a stable checkout of this repository. |
On Windows, UnityMCP already uses its own reload-safe endpoint broker, so direct mode is usually sufficient. The optional proxy adds client-side retries and keeps the MCP stdio process stable. On other platforms, it is also useful while Unity's HTTP listener restarts.
Option A: direct HTTP
Run this once, replacing the name/port if necessary:
codex mcp add UnityMCP --url http://127.0.0.1:8090/
Equivalent config.toml configuration:
[mcp_servers.UnityMCP]
url = "http://127.0.0.1:8090/"
startup_timeout_sec = 10.0
tool_timeout_sec = 180.0
Use a distinct server name (for example UnityMCP_OtherGame) when registering more
than one Unity project. Restart Codex or begin a new session after changing MCP config,
then call the ping tool to verify the connection.
Option B: reload-tolerant stdio proxy
Clone this repository to a stable path and point Codex at the included zero-dependency
proxy. Do not use a path inside Unity's Library/PackageCache: package cache paths can
change after an update.
codex mcp add UnityMCP -- node "C:\path\to\UnityMCP\Proxy~\index.js" --stdio
Equivalent config.toml configuration on Windows:
[mcp_servers.UnityMCP]
command = "node"
args = ['C:\path\to\UnityMCP\Proxy~\index.js', "--stdio"]
startup_timeout_sec = 10.0
tool_timeout_sec = 180.0
The proxy targets http://127.0.0.1:8090/ by default. For another UnityMCP port, add:
[mcp_servers.UnityMCP.env]
TARGET_URL = "http://127.0.0.1:8092/"
It retries transient connection failures, HTTP 502/503/504, and Unity's empty
domain-reload response, then returns a retryable JSON-RPC error if Unity remains
unavailable. No npm install is
needed. See Proxy~/README.md for retry, logging, HTTP-proxy, and
authentication options.
The old names KebabMCP and KebabProxy are obsolete. Existing configurations should
rename the server table to mcp_servers.UnityMCP and update the script path to this
repository's Proxy~\index.js.
Optional integrations
- Netcode tools discover Netcode for GameObjects at runtime. Without NGO, status/list commands return empty state and start commands report that the integration is absent.
- Projects with a compatible
GameManagersession API automatically keep the relay/session-code flow; otherwise host/client start falls back to NGONetworkManager. devtools_toggle_f3anddevtools_toggle_f4are compatibility tools. They discover supported DevTools types at runtime and returnnot_foundin projects without them.- Scripted input tools use Unity Input System, installed as a package dependency.
play_startkeeps its no-argument default solo behavior. On Unity versions that provide the Play Mode Framework, passplayModeConfigas a configuration asset path or exact asset name to start that configuration. Multiplayer Play Mode scenario assets are supported without a compile-time dependency on the MPM package.
Updating
Update the Git package through Package Manager, or replace the copied package directory
with a newer complete version. Reopen Unity and verify ping reports the expected version.
Development and tests
To work on the package locally, use Package Manager's Add package from disk command
and select this repository's package.json. Add com.zloybest.unitymcp to the host
project's testables array to expose the package's Edit Mode tests in Unity Test Runner.
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