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UnityMCP-VRC logo

UnityMCP-VRC

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.

Install

Client configuration

{
  "mcpServers": {
    "unity": {
      "command": "node",
      "args": [
        "C:\\git\\UnityMCP\\unity-mcp-server\\build\\index.js"
      ]
    }
  }
}
GitHub stars
2
Author
@swax
Category
Gaming & Gamification, Developer Tools
License
CC-BY-NC-4.0
Updated
Oct 6, 2026

About UnityMCP-VRC

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.

Features

  • 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.

Tools (9)

  • 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

Supported clients

Clients mentioned in this server's README:

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Claude Desktop

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Anthropic's official Claude AI desktop application. Supports MCP servers to extend functionality.

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