About unity-mcp-orchestrator
A usage guide skill for operating the Unity Editor through MCP tools and resources. It is intended for agents working on Unity projects, with workflows for inspecting, changing, and verifying editor state and project content.
Key features
- 01Read relevant resources before tool use
- 02Inspect editor state and scene objects
- 03Manage scenes, objects, scripts, and assets
- 04Batch multiple editor operations
- 05Verify changes with console and screenshots
- 06Work with testing, UI, graphics, and physics
Use cases
- 01Create or edit Unity scenes and GameObjects
- 02Write scripts and check compilation errors
- 03Inspect visual results with screenshots
- 04Run batches of repetitive editor operations
MCP support
It guides use of Unity MCP tools and resources, including reading editor and scene resources and invoking tools for project changes and verification.
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ coplaydev/ unity-mcp --skill unity-mcp-orchestratorAfter installing, type/unity-mcp-orchestratorin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/probuilder-guide.mdresources-reference.mdtools-reference.mdworkflows.mdDetails
From the project READMEUnity-MCP Operator Guide
This skill helps you effectively use the Unity Editor with MCP tools and resources.
Template Notice
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:
- Validate targets/components first via resources and
find_gameobjects. - Treat names, enum values, and property payloads as placeholders to adapt.
Quick Start: Resource-First Workflow
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
If a tool you need is not in your tool list, it is not necessarily missing. Check these before troubleshooting the connection:
- Project custom tools (C#
[McpForUnityTool]): with project-scoped tools enabled on the server, they are not callable by name. List them viamcpforunity://custom-toolsand run them withexecute_custom_tool(tool_name="...", parameters={...}). With it disabled, they are registered as ordinary tools and appear in your list. - Disabled tool groups: over HTTP, a session starts with only the
coregroup enabled. Over stdio, all groups start enabled and are then synced to the tool toggles in the Unity editor, so a tool can still be hidden.manage_tools(action="list_groups")shows the groups,manage_tools(action="activate", group="...")enables one.
Critical Best Practices
1. After Writing/Editing Scripts: Wait for Compilation and Check Console
# 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.
2. Use 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"}}
])
3. Use Screenshots to Verify Visual Results
# 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:
- Use
include_image=Truewhen you need to see the scene, not just save a file. - Use
batch="surround"for a comprehensive overview (6 angles, one command). - Use
view_target/view_positionto capture from a specific viewpoint without needing a scene camera. - Use
capture_source="scene_view"to see the editor viewport (gizmos, wireframes, grid). - Keep
max_resolutionat 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)
4. Check Console After Major Changes
read_console(
action="get",
types=["error", "warning"], # Focus on problems
count=10,
format="detailed"
)
5. Always Check mcpforunity://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
Parameter Type Conventions
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.
Vectors (position, rotation, scale, color)
# Both forms accepted:
position=[1.0, 2.0, 3.0] # List
position="[1.0, 2.0, 3.0]" # JSON string
Booleans
# Both forms accepted:
include_inactive=True # Boolean
include_inactive="true" # String
Colors
# 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)
Paths
# Assets-relative (default):
path="Assets/Scripts/MyScript.cs"
# URI forms:
uri="mcpforunity://path/Assets/Scripts/MyScript.cs"
uri="file:///full/path/to/file.cs"
Core Tool Categories
| Category | Key Tools | Use For |
|---|---|---|
| Scene | manage_scene, find_gameobjects | Scene operations, finding objects. Multi-scene editing (additive load, close, set active, move GO between scenes), scene templates (3d_basic, 2d_basic, empty, default), scene validation with auto_repair. For build settings, use manage_build(action="scenes"). |
| 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), undo/redo (undo/redo 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. |
| Animation | manage_animation, manage_sprite | Animator control, clips and controllers. 2D sprite sheets: manage_sprite(action="get_info") returns a PNG or JPEG sheet as an image to count the grid from, then full_setup slices it and builds clips and a controller; clip names decide the states (idle, walk/run, attack-type triggers). Off by default over HTTP: manage_tools(action="activate", group="animation"). |
| 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. |
| More | manage_material, manage_texture, manage_shader, manage_vfx, manage_profiler, execute_code, manage_scriptable_object, generate_image, generate_model, generate_audio, import_model, import_model_file, blender_bridge | Materials; textures, shaders and VFX (vfx group); profiling (profiling); in-editor C# and ScriptableObjects (scripting_ext); AI asset generation, Sketchfab and on-disk model import, Blender (asset_gen). Every tool has a section in tools-reference.md. |
Common Workflows
Creating a New Script and Using It
# 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"])
Finding and Modifying GameObjects
# 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])
Running and Monitoring Tests
# 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)
Pagination Pattern
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"]
Multi-Instance Workflow
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
Error Recovery
| Symptom | Cause | Solution |
|---|---|---|
| Tools return "busy" | Compilation in progress | Wait, check mcpforunity://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 |
Reference Files
For detailed schemas and examples:
- tools-reference.md: Every tool's main actions, parameters, and examples, with links to the full parameter tables
- resources-reference.md: All available resources and their data
- workflows.md: Extended workflow examples and patterns
- probuilder-guide.md: ProBuilder modeling patterns