unity-mcp-orchestrator
Integrates Unity Editor with MCP to manage scenes, scripts, and game objects.
Install
mkdir -p .claude/skills/unity-mcp-orchestrator && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/1776" && unzip -o skill.zip -d .claude/skills/unity-mcp-orchestrator && rm skill.zipInstalls to .claude/skills/unity-mcp-orchestrator
Activation
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Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.Key capabilities
- →Validate editor components via resource queries
- →Execute automated script compilation polling
- →Parse compilation errors from editor logs
- →Capture visual state via editor screenshots
How it works
Queries the Unity Editor's internal state via MCP resources and executes management commands that trigger the AssetDatabase API.
Inputs & outputs
When to use unity-mcp-orchestrator
- →Edit GameObjects in scene
- →Apply changes to C# scripts
- →Run Unity tests
- →Verify editor state via console
About this skill
Unity-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
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 |
| 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 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. |
| 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 |
Content truncated.
When not to use it
- →Modifying assets in read-only projects
- →Projects with custom non-standard build pipelines
- →When the Unity Editor is closed or unresponsive
Prerequisites
Limitations
- →Templates may conflict with specific project package setups
- →Requires polling for compilation completion after edits
- →Inaccurate across different Unity versions
How it compares
It interacts directly with the live Unity Editor runtime rather than performing file-level manipulation on source code.
Compared to similar skills
unity-mcp-orchestrator side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| unity-mcp-orchestrator (this skill) | 17 | 4mo | No flags | Intermediate |
| dev | 2 | 6mo | Review | Advanced |
| aflpp | 1 | 2mo | Review | Advanced |
| unity-developer | 142 | 4mo | No flags | Advanced |
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