{"passport":{"unfragile":{"@version":"1.0","version":"2026-05","artifact":{"id":"github-coplaydev--unity-mcp","slug":"coplaydev--unity-mcp","name":"unity-mcp","type":"mcp","url":"https://www.coplay.dev","page_url":"https://unfragile.ai/coplaydev--unity-mcp","categories":["mcp-servers","app-builders"],"tags":["ai","ai-integration","anthropic","claude","copilot","cursor","game-development","gamedev","gemini","llm","mcp","model-context-protocol","openai","unity","unity3d","videogames"],"pricing":{"model":"open_source","free":true,"starting_price":null},"status":"active","verified":false},"capabilities":[{"id":"github-coplaydev--unity-mcp__cap_0","uri":"capability://tool.use.integration.mcp.protocol.bridge.for.unity.editor.command.execution","name":"mcp protocol bridge for unity editor command execution","description":"Implements a three-tier Model Context Protocol (MCP) architecture where a Python FastMCP server translates AI assistant requests into Unity Editor commands via a C# bridge package. Uses HTTP/SSE as the default transport with stdio fallback, routing commands through a service locator pattern in the Unity Editor that dispatches cross-thread to the main editor thread. The system maintains session state and instance management to support multiple concurrent Unity projects from a single server.","intents":["Connect Claude, Cursor, or other MCP-compatible AI assistants to my Unity Editor","Enable natural language control of Unity Editor operations from an AI chat interface","Route AI commands to the correct Unity instance in a multi-project setup","Maintain persistent connections between AI assistants and Unity Editor"],"best_for":["Game developers using Claude Desktop, Cursor, or VS Code with AI extensions","Teams managing multiple Unity projects who want centralized AI control","Developers building custom AI workflows for game development"],"limitations":["HTTP transport adds network latency (~50-200ms per command) compared to direct in-process calls","Stdio transport requires manual configuration and doesn't support concurrent requests as efficiently as HTTP","Domain reload handling in Unity can cause temporary command failures during script recompilation","Cross-thread dispatch adds synchronization overhead for commands requiring main thread execution"],"requires":["Unity Editor 2021.3 LTS or later","Python 3.8+ for the FastMCP server","MCP-compatible AI client (Claude Desktop, Cursor, VS Code with MCP extension)","Network connectivity between AI client and local MCP server (HTTP default on localhost:8000)"],"input_types":["natural language commands from AI assistant","structured MCP tool/resource requests with JSON parameters"],"output_types":["command execution results (success/failure status)","structured JSON responses with operation metadata","resource data (asset lists, scene hierarchies, component states)"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_1","uri":"capability://tool.use.integration.32.tool.registry.with.dynamic.tool.registration","name":"32+ tool registry with dynamic tool registration","description":"Exposes 32+ pre-built tools through a decorator-based registration system (@mcp_for_unity_tool) in the Python FastMCP server, covering script management, GameObject manipulation, asset operations, scene control, material/shader editing, test execution, and prefab management. Tools are dynamically registered at server startup and support custom tool extensions through a plugin architecture. Each tool includes schema validation, parameter marshalling, and error handling with detailed feedback to the AI client.","intents":["Discover what operations I can perform on my Unity project via AI","Execute specific editor operations (create GameObjects, modify components, run tests) through natural language","Extend the tool set with custom operations specific to my game","Get schema-validated tool calls with proper parameter types and constraints"],"best_for":["Game developers who want AI assistance with repetitive editor tasks","Teams building custom game development workflows and automation","Developers extending unity-mcp with domain-specific tools"],"limitations":["Tool execution is synchronous — long-running operations (asset imports, test suites) block the AI client until completion","Custom tool registration requires Python knowledge and understanding of the @mcp_for_unity_tool decorator pattern","Tool schemas are generated at server startup — dynamic schema updates require server restart","Some tools have Unity version-specific behavior (e.g., domain reload handling differs between 2021 LTS and 2022+)"],"requires":["Python 3.8+ with FastMCP library installed","Understanding of MCP tool schema format (JSON Schema)","For custom tools: Python development environment and knowledge of unity-mcp plugin architecture"],"input_types":["natural language requests from AI assistant","structured tool call parameters (strings, numbers, booleans, arrays, objects)"],"output_types":["tool execution results (JSON-serialized)","operation status and error messages","asset paths, GameObject hierarchies, component data"],"categories":["tool-use-integration"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_10","uri":"capability://memory.knowledge.12.resource.providers.for.editor.context.and.metadata","name":"12+ resource providers for editor context and metadata","description":"Exposes 12+ resource providers that supply AI with contextual information about the project, including project structure, available assets, scene contents, component types, and editor configuration. Resources are registered through a decorator-based system (@mcp_for_unity_resource) and support pagination for large datasets. Provides both static metadata (project structure) and dynamic state (current scene contents).","intents":["Get a complete overview of my project structure and available assets","Query the current scene hierarchy and component types","Discover available prefabs, materials, and other asset types","Get editor configuration and project settings"],"best_for":["Game developers who want AI to understand their project context","Teams building AI-driven workflows that depend on project metadata","Developers extending unity-mcp with custom resource providers"],"limitations":["Resource queries are read-only — no modification through resources","Large projects (10,000+ assets) require pagination, adding complexity to resource consumption","Resource data is serialized to JSON, which may lose type information for complex objects","Dynamic resources (scene contents) may become stale if the scene changes during a long AI operation"],"requires":["Active Unity project with accessible assets","MCP server connection"],"input_types":["resource names or types","pagination tokens for large datasets","filter parameters"],"output_types":["project metadata (structure, asset lists)","scene hierarchy data","component type information","editor configuration"],"categories":["memory-knowledge","data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_11","uri":"capability://tool.use.integration.multi.instance.session.management.with.instance.discovery","name":"multi-instance session management with instance discovery","description":"Manages multiple concurrent Unity Editor instances through a session-aware architecture that tracks active instances, their project paths, and connection status. Implements instance discovery through port scanning and configuration files, allowing a single MCP server to coordinate commands across multiple projects. Maintains session state including active scene, play mode status, and unsaved changes for each instance.","intents":["Connect to multiple Unity projects from a single MCP server","Discover available Unity instances and their project information","Route commands to the correct Unity instance based on project context","Maintain separate session state for each instance"],"best_for":["Game development teams managing multiple projects simultaneously","Developers building AI workflows that span multiple Unity projects","Studios with complex project structures requiring centralized AI control"],"limitations":["Instance discovery relies on port scanning or configuration files, which may miss instances on non-standard ports","Session state synchronization adds overhead when managing many instances (>10)","Command routing requires explicit instance selection or context inference, which may be ambiguous","Instance isolation is not enforced — commands to one instance may affect others if they share assets"],"requires":["Multiple Unity Editor instances running on the same machine or network","Network connectivity between instances and MCP server","Configuration files or port information for instance discovery"],"input_types":["instance identifiers (project path, port, or name)","instance discovery requests"],"output_types":["list of available instances with metadata (project path, port, play mode status)","session state for each instance","instance connection status"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_12","uri":"capability://tool.use.integration.cross.platform.transport.abstraction.with.http.sse.stdio.and.websocket.support","name":"cross-platform transport abstraction with http/sse, stdio, and websocket support","description":"Implements a pluggable transport layer that abstracts communication between the Python MCP server and Unity Editor instances, supporting HTTP/SSE (default), stdio, and WebSocket transports. Each transport is implemented as a separate backend with a unified interface, allowing deployment flexibility across Windows, macOS, and Linux. HTTP/SSE uses FastAPI for server implementation with automatic endpoint management.","intents":["Deploy unity-mcp on different platforms (Windows, macOS, Linux) without code changes","Choose the best transport for my deployment scenario (HTTP for cloud, stdio for local)","Maintain persistent connections between AI clients and Unity Editor","Support multiple concurrent connections through the same transport"],"best_for":["Game development teams with cross-platform workflows","Developers deploying unity-mcp in different environments (local, cloud, Docker)","Teams requiring specific transport protocols for security or performance reasons"],"limitations":["HTTP/SSE adds network latency (~50-200ms) compared to stdio on the same machine","Stdio transport doesn't support concurrent requests as efficiently as HTTP","WebSocket support is experimental and may have stability issues","Transport selection is made at server startup — switching transports requires server restart"],"requires":["Python 3.8+ with FastAPI (for HTTP transport)","Network connectivity for HTTP/WebSocket transports","Appropriate firewall rules for the chosen transport"],"input_types":["transport type selection (http, stdio, websocket)","transport configuration (port, host, etc.)"],"output_types":["transport connection status","command execution results through chosen transport"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_13","uri":"capability://automation.workflow.batch.command.execution.with.error.handling.and.rollback","name":"batch command execution with error handling and rollback","description":"Supports batch execution of multiple commands in a single request, with atomic semantics and error handling. Implements rollback mechanisms for operations that modify editor state, allowing partial batch failures to be handled gracefully. Includes transaction-like semantics for related operations (e.g., create GameObject, add components, configure properties).","intents":["Execute multiple related commands as a single atomic operation","Batch-create multiple GameObjects with components and properties","Perform complex multi-step workflows (create scene, populate with objects, configure materials)","Handle partial failures gracefully with rollback support"],"best_for":["Game developers building complex scenes with AI assistance","Teams automating multi-step workflows","Developers building AI-driven level generation"],"limitations":["Rollback support is limited to operations that can be reversed (creation, property changes) — some operations (asset imports, script compilation) cannot be rolled back","Batch execution is sequential, not parallel — large batches add latency","Error handling doesn't provide fine-grained control over which operations to retry","Atomic semantics are not guaranteed across domain reloads or editor crashes"],"requires":["MCP server support for batch operations","Commands must be compatible with batch execution (no conflicting state changes)"],"input_types":["array of command objects with parameters"],"output_types":["batch execution results (per-command status)","rollback confirmation if errors occur","overall batch status (success/partial failure)"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_14","uri":"capability://data.processing.analysis.serialization.system.with.component.resolution.and.type.mapping","name":"serialization system with component resolution and type mapping","description":"Implements a custom serialization system that maps C# component types to JSON-serializable representations, handling both built-in Unity components and custom user scripts. Uses reflection to discover serializable fields and properties, with special handling for Unity types (Vector3, Quaternion, etc.). Supports bidirectional serialization (C# to JSON and JSON to C#) with type validation.","intents":["Serialize GameObjects and components to JSON for transmission over MCP","Deserialize JSON parameters into C# objects for editor operations","Handle custom component types without explicit type registration","Preserve type information across serialization boundaries"],"best_for":["Game developers building complex AI workflows that manipulate components","Teams with custom component types that need to be AI-accessible","Developers extending unity-mcp with new tools"],"limitations":["Serialization is limited to public and [SerializeField] properties — private fields are not accessible","Custom types require proper serialization support — types without default constructors may fail","Serialization overhead increases with component complexity — large hierarchies may exceed MCP payload limits","Type resolution uses reflection, which has performance overhead (~1-5ms per component)"],"requires":["Components must have serializable fields or public properties","Custom types must be serializable (have default constructors or custom serialization)"],"input_types":["C# objects (GameObjects, components, custom types)"],"output_types":["JSON-serialized representations with type information"],"categories":["data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_15","uri":"capability://automation.workflow.editor.preferences.and.configuration.management","name":"editor preferences and configuration management","description":"Exposes editor preferences and project settings through tools that read and write EditorPrefs and ProjectSettings. Supports both global editor preferences and project-specific settings, with type-safe access to configuration values. Includes validation to prevent invalid configuration states.","intents":["Read and modify editor preferences (layout, colors, shortcuts)","Configure project settings (quality levels, input mappings, physics)","Persist AI-driven configuration changes across editor sessions","Query current editor and project configuration"],"best_for":["Game developers automating editor configuration","Teams standardizing editor settings across team members","Developers building AI-driven project setup workflows"],"limitations":["EditorPrefs are machine-specific — changes don't sync across team members","ProjectSettings changes may require editor restart to take effect","Some settings are read-only and cannot be modified through this interface","Invalid configuration values may cause editor instability"],"requires":["Write permissions to EditorPrefs and ProjectSettings","Knowledge of valid configuration values and ranges"],"input_types":["preference/setting keys and values","configuration queries"],"output_types":["preference/setting values","configuration validation results"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_16","uri":"capability://data.processing.analysis.telemetry.and.usage.tracking.with.privacy.controls","name":"telemetry and usage tracking with privacy controls","description":"Implements optional telemetry collection that tracks tool usage, command execution patterns, and error rates. Includes privacy controls to allow users to opt-out of telemetry collection. Telemetry data is used to improve tool recommendations and identify common workflows.","intents":["Understand which tools and workflows are most commonly used","Identify error patterns and improve tool reliability","Opt-out of telemetry collection for privacy","Get insights into AI-assisted development patterns"],"best_for":["unity-mcp developers improving the tool based on usage patterns","Teams analyzing their AI-assisted development workflows","Privacy-conscious developers who want to disable telemetry"],"limitations":["Telemetry collection adds overhead (~5-10ms per command)","Telemetry data may contain sensitive information (project names, asset paths) — requires careful handling","Opt-out is global — cannot selectively disable telemetry for specific tools","Telemetry transmission may fail in offline environments"],"requires":["Network connectivity for telemetry transmission (if enabled)","User consent for telemetry collection"],"input_types":["telemetry opt-in/opt-out preference"],"output_types":["telemetry collection status","usage statistics and insights"],"categories":["data-processing-analysis"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_17","uri":"capability://tool.use.integration.auto.configuration.for.mcp.compatible.ai.clients","name":"auto-configuration for mcp-compatible ai clients","description":"Provides automatic configuration discovery and setup for MCP-compatible AI clients (Claude Desktop, Cursor, VS Code, Windsurf) through client-specific configurators. Detects installed clients and generates appropriate configuration files (claude_desktop_config.json, etc.) with correct server endpoints and transport settings. Supports both automatic and manual configuration workflows.","intents":["Automatically configure Claude Desktop or Cursor to use unity-mcp","Discover installed MCP-compatible clients on my system","Generate configuration files with correct server endpoints","Manually configure clients if automatic detection fails"],"best_for":["Game developers setting up unity-mcp for the first time","Teams standardizing AI client configuration across team members","Developers deploying unity-mcp in new environments"],"limitations":["Automatic client detection may fail if clients are installed in non-standard locations","Configuration generation assumes standard server setup — custom deployments may require manual configuration","Client configuration changes require client restart to take effect","Some clients (VS Code extensions) require manual configuration regardless of auto-configuration"],"requires":["MCP-compatible AI client installed (Claude Desktop, Cursor, etc.)","Python MCP server running and accessible"],"input_types":["client type selection (claude, cursor, vscode, windsurf)","server endpoint configuration"],"output_types":["configuration file generation confirmation","list of detected clients","configuration validation results"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_2","uri":"capability://code.generation.editing.script.creation.editing.and.compilation.management","name":"script creation, editing, and compilation management","description":"Provides AI-driven C# script generation, editing, and validation through tools that create new scripts, modify existing code, and trigger Unity's compilation pipeline. Integrates with Unity's domain reload system to handle script recompilation events, maintaining command state across reloads. Supports batch script operations and includes error reporting from the C# compiler back to the AI client for iterative code refinement.","intents":["Generate new C# scripts (MonoBehaviours, ScriptableObjects, utilities) from natural language descriptions","Modify existing scripts and automatically recompile them in the editor","Get compilation errors back from Unity and iterate on code fixes with AI assistance","Create multiple related scripts as part of a larger feature implementation"],"best_for":["Game developers who want AI pair programming for C# script generation","Teams prototyping game features quickly with AI-assisted coding","Developers iterating on gameplay code with real-time compilation feedback"],"limitations":["Domain reload handling can cause temporary unavailability of commands during script recompilation (typically 2-5 seconds)","AI-generated code may require manual review for complex game logic or performance-critical sections","Script generation is limited to C# — no support for shader languages or other Unity scripting backends","Batch script operations execute sequentially, not in parallel, adding latency for large-scale code generation"],"requires":["Unity Editor 2021.3 LTS or later with C# compiler","Write permissions to the Assets folder","MCP server connection to receive compilation results"],"input_types":["natural language descriptions of script functionality","C# code snippets for modification","script paths and class names"],"output_types":["generated C# script files","compilation status (success/failure)","compiler error messages with line numbers"],"categories":["code-generation-editing"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_3","uri":"capability://tool.use.integration.gameobject.and.component.hierarchy.manipulation","name":"gameobject and component hierarchy manipulation","description":"Enables AI-driven creation, modification, and querying of GameObjects and their components through tools that instantiate prefabs, add/remove components, set properties, and traverse the scene hierarchy. Uses a component resolution system to map component types to their serializable properties, supporting both built-in Unity components and custom user scripts. Implements cross-thread dispatch to ensure all GameObject operations execute on the main editor thread.","intents":["Create new GameObjects with specific components and properties from natural language","Modify existing GameObjects (add/remove components, change properties) via AI commands","Query the scene hierarchy and get detailed information about GameObjects and components","Instantiate prefabs and configure them with specific parameters"],"best_for":["Game developers building scenes and hierarchies with AI assistance","Level designers automating repetitive GameObject setup tasks","Teams prototyping game layouts quickly"],"limitations":["Component property access is limited to serializable fields — private or non-serialized properties cannot be modified","Cross-thread dispatch adds ~10-50ms latency per GameObject operation","Large scene hierarchies (1000+ GameObjects) may cause slow query responses due to serialization overhead","Custom component types require the component class to be accessible in the Unity Editor assembly"],"requires":["Active Unity scene with write permissions","Components must have serializable fields to be modifiable via AI","MCP server connection to the Unity Editor"],"input_types":["natural language descriptions of GameObjects to create","component type names and property values","GameObject paths or instance IDs for queries"],"output_types":["GameObject creation confirmation with instance ID","component property values (JSON-serialized)","scene hierarchy data (tree structure with component lists)"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_4","uri":"capability://data.processing.analysis.asset.management.and.import.export.operations","name":"asset management and import/export operations","description":"Provides tools for discovering, importing, and exporting assets (textures, models, audio, animations) through the Unity asset database. Supports batch asset operations, asset path resolution, and metadata queries. Integrates with Unity's AssetDatabase API to ensure proper asset serialization and dependency tracking. Includes paging support for large asset collections to manage payload sizes.","intents":["Discover available assets in my project and get metadata about them","Import new assets (textures, models, audio) and configure import settings","Export assets or asset bundles for distribution","Organize assets into folders and manage asset dependencies"],"best_for":["Game developers automating asset pipeline workflows","Teams managing large asset libraries with AI-assisted organization","Developers building asset import/export automation"],"limitations":["Asset import operations are asynchronous in Unity but exposed synchronously through MCP, requiring polling for completion status","Large asset collections (10,000+ assets) require paging to avoid exceeding MCP payload limits (~1MB per response)","Asset metadata queries don't include runtime performance metrics (memory usage, load time)","Custom asset types (proprietary formats) require custom importers that may not be discoverable via the standard API"],"requires":["Unity Editor with AssetDatabase access","Asset files must be in the Assets folder or registered import paths","Appropriate import plugins installed for custom asset formats"],"input_types":["asset paths or search queries","import settings (format, compression, etc.)","asset type filters"],"output_types":["asset metadata (path, type, size, dependencies)","import status and error messages","asset lists with pagination tokens"],"categories":["data-processing-analysis","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_5","uri":"capability://automation.workflow.scene.and.editor.state.control","name":"scene and editor state control","description":"Exposes tools for loading/unloading scenes, saving editor state, and controlling editor playback (play/pause/stop). Implements editor state management through a service architecture that tracks dirty scenes and unsaved changes. Supports multi-scene editing workflows and includes safeguards to prevent data loss through confirmation prompts and state validation.","intents":["Load or unload scenes programmatically from AI commands","Save the current scene and project state","Control editor playback (enter play mode, pause, stop) for testing","Query the current editor state (active scene, play mode status, unsaved changes)"],"best_for":["Game developers automating scene management workflows","QA teams using AI to control editor playback for testing","Teams building custom editor automation scripts"],"limitations":["Scene loading is asynchronous in Unity but MCP exposes it synchronously, requiring polling for load completion","Play mode entry/exit has a 1-2 second delay due to Unity's domain reload and script compilation","Multi-scene editing workflows may have unpredictable behavior if scenes have circular dependencies or shared assets","State validation doesn't prevent all data loss scenarios (e.g., if Unity crashes during save)"],"requires":["Active Unity Editor with scene files in the project","Write permissions to scene files","MCP server connection"],"input_types":["scene names or paths","playback commands (play, pause, stop)","state query requests"],"output_types":["scene load status","editor state (active scene, play mode, dirty flags)","save confirmation"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_6","uri":"capability://tool.use.integration.material.shader.and.vfx.graph.editing","name":"material, shader, and vfx graph editing","description":"Provides tools for creating and modifying materials, setting shader properties, and editing Visual Effect Graph assets. Supports property validation based on shader type, batch material operations, and VFX parameter configuration. Integrates with Unity's material serialization system to ensure changes persist correctly.","intents":["Create new materials with specific shaders and properties","Modify material properties (colors, textures, floats) on existing materials","Configure Visual Effect Graph parameters and emission rates","Apply materials to GameObjects and manage material instances"],"best_for":["Game developers automating material setup and configuration","VFX artists using AI to batch-configure particle systems","Teams building visual effect pipelines"],"limitations":["Shader property validation is limited to standard properties — custom shader properties may not be discoverable","VFX Graph editing is limited to parameter configuration, not graph structure modification","Material instance creation requires proper serialization, which can fail if shader is not properly imported","Batch material operations execute sequentially, adding latency for large-scale material changes"],"requires":["Unity Editor with shader compilation support","Materials and shaders must be properly imported and compiled","For VFX: Visual Effect Graph package installed"],"input_types":["shader names and property values","material asset paths","VFX parameter names and values"],"output_types":["material creation/modification confirmation","shader property metadata","VFX parameter update status"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_7","uri":"capability://automation.workflow.automated.test.execution.and.reporting","name":"automated test execution and reporting","description":"Exposes Unity Test Framework (UTF) test execution through tools that discover, run, and report on unit tests and integration tests. Supports filtering tests by name, category, or assembly, and returns detailed test results including pass/fail status, execution time, and error messages. Integrates with Unity's test runner to execute tests in the editor context.","intents":["Discover available tests in my project and get their metadata","Run specific tests or test suites and get results","Get detailed failure information and stack traces for debugging","Automate test execution as part of AI-driven development workflows"],"best_for":["Game developers using AI to run tests during development","QA teams automating test execution and reporting","Teams building AI-driven testing workflows"],"limitations":["Test execution is synchronous and blocks the MCP server until completion — long test suites (>1 minute) may timeout","Only supports Unity Test Framework (UTF) — third-party test frameworks (NUnit, xUnit) require custom integration","Test results don't include performance metrics (memory usage, frame time) — only pass/fail and execution time","Tests that require specific editor state (scenes, assets) may fail if state is not properly initialized"],"requires":["Unity Test Framework package installed","Test assemblies compiled and discoverable by UTF","MCP server connection"],"input_types":["test names or filter patterns","test category or assembly names"],"output_types":["test discovery results (list of available tests)","test execution results (pass/fail, execution time, error messages)","stack traces for failed tests"],"categories":["automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_8","uri":"capability://tool.use.integration.prefab.instantiation.and.configuration","name":"prefab instantiation and configuration","description":"Provides tools for discovering prefabs, instantiating them with specific parameters, and configuring their components. Supports prefab variant creation, component override management, and batch instantiation. Integrates with Unity's prefab system to ensure proper serialization and maintain prefab-instance relationships.","intents":["Discover available prefabs in my project","Instantiate prefabs with specific component configurations","Create prefab variants with custom overrides","Batch-instantiate multiple prefabs for level building"],"best_for":["Level designers building scenes with prefabs","Game developers automating prefab-based workflows","Teams managing large prefab libraries"],"limitations":["Prefab variant creation is limited to component property overrides — structural changes require manual editing","Batch instantiation executes sequentially, adding latency for large-scale operations","Prefab discovery doesn't include runtime performance metrics or dependency information","Component overrides are limited to serializable properties"],"requires":["Prefab files in the Assets folder","Components must have serializable fields for configuration","Active scene for instantiation"],"input_types":["prefab paths or names","component property values for configuration","instantiation parameters (position, rotation, parent)"],"output_types":["instantiation confirmation with instance ID","prefab metadata (component list, property defaults)","variant creation status"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0},{"id":"github-coplaydev--unity-mcp__cap_9","uri":"capability://tool.use.integration.editor.menu.item.execution.and.custom.command.dispatch","name":"editor menu item execution and custom command dispatch","description":"Exposes Unity Editor menu items as callable tools through a menu item registry that discovers and executes menu commands. Supports both built-in Unity menu items and custom user-defined menu items. Implements command dispatch through the editor's menu system, ensuring proper context and state management.","intents":["Execute built-in Unity menu commands (Build, Bake, etc.) from AI","Trigger custom editor menu items defined in my project","Automate workflows that depend on menu-driven operations","Discover available menu commands and their descriptions"],"best_for":["Game developers automating menu-driven workflows","Teams with custom editor tools exposed through menu items","Developers building AI-driven editor automation"],"limitations":["Menu item discovery is limited to items with menu paths — dynamically generated menu items may not be discoverable","Menu item execution doesn't return structured results — only success/failure status","Some menu items have side effects (scene modifications, asset imports) that may not be reversible","Menu item execution is synchronous and blocks the editor until completion"],"requires":["Menu items must be registered with MenuItem attribute","MCP server connection to the editor"],"input_types":["menu item paths (e.g., 'Tools/MyTool/DoSomething')","menu item names"],"output_types":["execution status (success/failure)","menu item discovery results (list of available items)"],"categories":["tool-use-integration","automation-workflow"],"confidence":0.5,"matches":0,"success_rate":0}],"trust":{"score":54,"verified":false,"data_access_risk":"high","permissions":["Unity Editor 2021.3 LTS or later","Python 3.8+ for the FastMCP server","MCP-compatible AI client (Claude Desktop, Cursor, VS Code with MCP extension)","Network connectivity between AI client and local MCP server (HTTP default on localhost:8000)","Python 3.8+ with FastMCP library installed","Understanding of MCP tool schema format (JSON Schema)","For custom tools: Python development environment and knowledge of unity-mcp plugin architecture","Active Unity project with accessible assets","MCP server connection","Multiple Unity Editor instances running on the same machine or network"],"failure_modes":["HTTP transport adds network latency (~50-200ms per command) compared to direct in-process calls","Stdio transport requires manual configuration and doesn't support concurrent requests as efficiently as HTTP","Domain reload handling in Unity can cause temporary command failures during script recompilation","Cross-thread dispatch adds synchronization overhead for commands requiring main thread execution","Tool execution is synchronous — long-running operations (asset imports, test suites) block the AI client until completion","Custom tool registration requires Python knowledge and understanding of the @mcp_for_unity_tool decorator pattern","Tool schemas are generated at server startup — dynamic schema updates require server restart","Some tools have Unity version-specific behavior (e.g., domain reload handling differs between 2021 LTS and 2022+)","Resource queries are read-only — no modification through resources","Large projects (10,000+ assets) require pagination, adding complexity to resource consumption","builder identity is not verified yet","no observed match outcomes yet"],"rank_breakdown":{"adoption":0.6558318592924783,"quality":0.5,"ecosystem":0.7000000000000001,"match_graph":0.25,"freshness":0.75,"weights":{"adoption":0.25,"quality":0.25,"ecosystem":0.15,"match_graph":0.23,"freshness":0.12}},"observed_outcomes":{"matches":0,"success_rate":0,"avg_confidence":0,"top_intents":[],"last_matched_at":null},"maintenance":{"status":"active","updated_at":"2026-05-24T12:16:21.549Z","last_scraped_at":"2026-05-03T13:56:59.048Z","last_commit":"2026-04-29T20:54:55Z"},"community":{"stars":9142,"forks":1042,"weekly_downloads":null,"model_downloads":null,"model_likes":null}},"distribution":{"claim_url":"https://unfragile.ai/submit?claim=coplaydev--unity-mcp","compare_url":"https://unfragile.ai/compare?artifact=coplaydev--unity-mcp"}},"signature":"vWCZaRAs1Rid2s+mP0yApwjeYxhYP67qAMa2S6SZvEn4vWUpAViFdHki5uQ5Fi65H3xOZSPRD2kZ4wIKMl9xCQ==","signedAt":"2026-06-20T06:27:47.453Z","signedBy":"unfragile.ai","version":1},"_links":{"self":"https://unfragile.ai/api/v1/passport/coplaydev--unity-mcp","artifact":"https://unfragile.ai/coplaydev--unity-mcp","verify":"https://unfragile.ai/api/v1/verify?slug=coplaydev--unity-mcp","publicKey":"https://unfragile.ai/api/v1/trust-passport-public-key","spec":"https://unfragile.ai/trust","schema":"https://unfragile.ai/schema.json","docs":"https://unfragile.ai/docs"}}