
Claude Desktop
Desktop · Freemium · Proprietary
Anthropic's official Claude AI desktop application. Supports MCP servers to extend functionality.
Gaming & Gamification · Developer Tools

swax/UnityMCP-VRC
Drive the Unity Editor from Claude (or any MCP client). A Unity Editor plugin hosts a small HTTP server inside the Editor, and a small MCP server (Node/TypeScript) sends it one request per tool call and exposes the tools to Claude — run C# in the Editor, read editor/scene state, and pull Unity console logs.
{
"mcpServers": {
"unity": {
"command": "node",
"args": [
"C:\\git\\UnityMCP\\unity-mcp-server\\build\\index.js"
]
}
}
}Forked from Arodoid/UnityMCP and extensively refactored, with a focus on using Claude to build VRChat / UdonSharp and Basis worlds — though most of it works for ordinary Unity development too. It runs on Unity 2022.3 through Unity 6 (the command sandbox picks a compile backend per project — see below). The take_screenshot and get_object_details tools were ported from setohima/UnityMCP-VRC and adapted to this project's connection model.
Many Editors, many Claude sessions. Each Editor's plugin hosts its own HTTP server on a dynamic port and publishes itself to a shared registry, so you can run several projects at once and address…
Local and authenticated. The Editor endpoint binds only to 127.0.0.1, and every command must carry a cryptographically random per-Editor-session token read from the local instance registry.
Run real C#. execute_editor_command runs LLM-authored C# (its own usings, classes, functions) with assembly references auto-discovered from everything loaded — UnityEngine, packages,…
Unity 2022.3 → Unity 6. The command sandbox compiles with Mono's in-process compiler on.NET Framework projects (the Unity 2022 / VRChat norm) and automatically falls back to the Editor's bundled…
Bounded state. get_editor_state returns scene/project state on demand, capped so a big project can't blow up the context window.
See what it's doing. take_screenshot renders the Scene or game camera back to Claude as an image, and get_object_details dumps a GameObject's components/bounds — so visual iteration and inspection…
Survives recompiles. A domain reload just drops the HTTP listener for a moment — there's no persistent socket to tear down, so a request sent during one simply retries until the Editor is back.
Live Debug Window. Shows whether the server is listening, the last request, and the main-thread queue — so a broken link is obvious.
VRChat helpers + MCP resources to raise Claude's UdonSharp success rate.
list_unity_instances
Lists the Unity Editors currently running (name, project, instanceId) so you can pick one.
select_unity_instance
Chooses which Editor subsequent calls target by default (per session); calls can also override with instance=.
execute_editor_command
Compiles and runs LLM-authored C# in the Editor; returns result + logs.
get_editor_state
Returns Unity/scene/project state on demand (bounded).
get_object_details
Inspects one GameObject: transform, components, and size info (Renderer bounds, mesh vertex counts, shared mesh/material names).
get_logs
Returns recent Unity console logs.
clear_logs
Clears the Editor's buffered console logs (e.g. stale errors from a failed snippet) so later get_logs reads aren't ambiguous.
take_screenshot
Renders the Scene view or game camera to a JPEG/PNG image, so Claude can see the result of edits.
get_command_page
Fetches later pages of any oversized tool result that was paged — execute_editor_command, get_object_details, get_editor_state (used automatically).
Details on this page are taken from the project's README. Open README
Clients mentioned in this server's README:

hedge-dev/XenonRecomp
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arodoid/unitymcp
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