Unity MCP server
Last verified: 2026-09
Talk to a running Unity editor.
Community Developer tools Needs a secret Claude Desktop, Cursor, Windsurf, Claude Code, VS Code
What it does
Unity Editor plugin plus an MCP bridge. The model can inspect GameObjects and run editor commands while the project is open. Not a runtime for shipped games.
It sits in Developer tools: Split this category in two.
Good for
- Inspect the hierarchy and console of the open Unity project.
- Ask what scenes are loaded without alt-tabbing to the editor.
- Run editor commands only on a project you can revert.
- Read scripts via Filesystem/Git; use this for editor state.
Tools
- editor inspect / hierarchy / console — See the open project.
- run editor commands — Change the scene or assets — confirm in the plugin docs.
Config (Claude Desktop / Cursor / Windsurf)
Paste the JSON below. Same mcpServers shape. Replace placeholder paths and secrets.
Windows paths look like C:\\Users\\you\\project, not /path/to.
Host-side steps →
Claude Desktop
| OS | Config file |
|---|---|
| macOS | ~/Library/Application Support/Claude/claude_desktop_config.json |
| Windows | %APPDATA%\Claude\claude_desktop_config.json
(usually C:\Users\<you>\AppData\Roaming\Claude\) |
| Linux | ~/.config/Claude/claude_desktop_config.json |
Cursor
| Scope | macOS / Linux | Windows |
|---|---|---|
| This project | .cursor/mcp.json in the repo root | |
| This user | ~/.cursor/mcp.json |
%USERPROFILE%\.cursor\mcp.json |
Windsurf
| OS | Config file |
|---|---|
| macOS / Linux | ~/.codeium/windsurf/mcp_config.json |
| Windows | %USERPROFILE%\.codeium\windsurf\mcp_config.json |
{
"mcpServers": {
"unity": {
"command": "openupm",
"args": [
"add",
"com.coplaydev.unity-mcp"
]
}
}
}
Windsurf remote MCP: use serverUrl instead of url if the block below is HTTP.
One-liner: openupm add com.coplaydev.unity-mcp
Secrets it wants: Unity editor plugin
How to get started
- Install the Unity package (openupm or the repo's package). Start the bridge from the editor.
- Connect the host to that local port. Ask it to list loaded scenes.
- Keep it off a production art repo until you have seen what it writes.
Access risk
Editor commands can delete assets and break scenes. This is write access to the project.
When to skip it
Skip it for Blender-only work, or if you just need to read scripts (Filesystem / Git).
Instead: Blender, Filesystem, Git.
Vs alternatives
| Server | Official? | Needs a secret? | Best for |
|---|---|---|---|
| Unity | No | Yes | Talk to a running Unity editor. |
| Blender | No | Yes | Drive Blender from a model. |
| Filesystem | Yes | No | Read and write files inside a folder you choose. |
| Git | Yes | No | Read a local git repo: log, diff, status. |
More in Developer tools
FAQ
Is this Unity Technologies?
No. Community editor plugin plus an MCP bridge. MIT. Not affiliated.
Does it work on a built player?
No. Running Unity Editor.
How do I install?
openupm add com.coplaydev.unity-mcp or the repo's package, then start the bridge from the editor.
Can it delete assets?
Editor commands can. Keep it off production art repos until you have watched one session.