AI Skill Hub 强烈推荐:Unity MCP 服务器 是一款优质的MCP工具。AI 综合评分 8.0 分,在同类工具中表现稳健。如果你正在寻找可靠的MCP工具解决方案,这是一个值得深入了解的选择。
Unity MCP 服务器 是一款遵循 MCP(Model Context Protocol)标准协议的 AI 工具扩展。通过 MCP 协议,它可以让 Claude、Cursor 等主流 AI 客户端直接访问和操作外部工具、数据源和服务,实现 AI 能力的无缝扩展。无论是文件操作、数据库查询还是 API 调用,都可以通过自然语言在 AI 对话中直接触发,极大提升生产效率。
Unity MCP 服务器 是一款遵循 MCP(Model Context Protocol)标准协议的 AI 工具扩展。通过 MCP 协议,它可以让 Claude、Cursor 等主流 AI 客户端直接访问和操作外部工具、数据源和服务,实现 AI 能力的无缝扩展。无论是文件操作、数据库查询还是 API 调用,都可以通过自然语言在 AI 对话中直接触发,极大提升生产效率。
# 方式一:通过 Claude Code CLI 一键安装
claude skill install https://github.com/AnkleBreaker-Studio/unity-mcp-server
# 方式二:手动配置 claude_desktop_config.json
{
"mcpServers": {
"unity-mcp----": {
"command": "npx",
"args": ["-y", "unity-mcp-server"]
}
}
}
# 配置文件位置
# macOS: ~/Library/Application Support/Claude/claude_desktop_config.json
# Windows: %APPDATA%/Claude/claude_desktop_config.json
# 安装后在 Claude 对话中直接使用 # 示例: 用户: 请帮我用 Unity MCP 服务器 执行以下任务... Claude: [自动调用 Unity MCP 服务器 MCP 工具处理请求] # 查看可用工具列表 # 在 Claude 中输入:"列出所有可用的 MCP 工具"
// claude_desktop_config.json 配置示例
{
"mcpServers": {
"unity_mcp____": {
"command": "npx",
"args": ["-y", "unity-mcp-server"],
"env": {
// "API_KEY": "your-api-key-here"
}
}
}
}
// 保存后重启 Claude Desktop 生效
<p align="center"> <img src="icon.png" alt="AnkleBreaker MCP" width="180" /> </p>
288 tools covering the full Unity workflow:
| Category | Tools |
|---|---|
| **Unity Hub** | List/install editors, manage modules, set install paths |
| **Scenes** | Open, save, create scenes, get full hierarchy tree with pagination |
| **GameObjects** | Create (primitives/empty), delete, duplicate, reparent, activate/deactivate, transform (world/local) |
| **Components** | Add, remove, get/set any serialized property, wire object references, batch wire |
| **Assets** | List, import, delete, search, create prefabs, create & assign materials |
| **Scripts** | Create, read, update C# scripts |
| **Builds** | Multi-platform builds (Windows, macOS, Linux, Android, iOS, WebGL) |
| **Console & Compilation** | Read/clear Unity console logs (errors, warnings, info); get C# compilation errors via CompilationPipeline (independent of console buffer) |
| **Testing** | Run EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API |
| **Play Mode** | Play, pause, stop |
| **Editor** | Execute menu items, run C# code, get editor state, undo/redo |
| **Project** | Project info, packages (list/add/remove/search), render pipeline, build settings |
| **Animation** | List clips & controllers, get parameters, play animations |
| **Prefab** | Open/close prefab mode, get overrides, apply/revert changes |
| **Physics** | Raycasts, sphere/box casts, overlap tests, physics settings |
| **Lighting** | Manage lights, environment, skybox, lightmap baking, reflection probes |
| **Audio** | AudioSources, AudioListeners, AudioMixers, play/stop, mixer params |
| **Terrain** | Create/modify terrains, paint heightmaps/textures, manage terrain layers, trees, details |
| **Navigation** | NavMesh baking, agents, obstacles, off-mesh links |
| **Particles** | Particle system creation, inspection, module editing |
| **UI** | Canvas, UI elements, layout groups, event system |
| **Tags & Layers** | List/add/remove tags, assign tags & layers |
| **Selection** | Get/set editor selection, find by name/tag/component/layer/tag |
| **Graphics** | Scene and game view capture (inline images for visual inspection) |
| **Input Actions** | Action maps, actions, bindings (Input System package) |
| **Assembly Defs** | List, inspect, create, update .asmdef files |
| **ScriptableObjects** | Create, inspect, modify ScriptableObject assets |
| **Constraints** | Position, rotation, scale, aim, parent constraints |
| **LOD** | LOD group management and configuration |
| **Profiler** | Start/stop profiling, stats, deep profiles, save profiler data |
| **Frame Debugger** | Enable/disable, draw call list & details, render targets |
| **Memory Profiler** | Memory breakdown, top consumers, snapshots (com.unity.memoryprofiler) |
| **Shader Graph** | List, inspect, create, open Shader Graphs & Sub Graphs; VFX Graphs |
| **Amplify Shader Editor** | Full graph manipulation — create, inspect, add/remove/connect/disconnect/duplicate nodes, set properties, templates, save/close (if installed) |
| **MPPM Scenarios** | List, activate, start, stop multiplayer playmode scenarios; get status & player info |
| **Multi-Instance** | Discover and switch between multiple running Unity Editor instances |
| **Multi-Agent** | List active agents, get agent action logs, queue monitoring |
| **SpriteAtlas** | Create, inspect, add/remove sprites, configure settings, delete, list SpriteAtlases |
| **UMA (Unity Multipurpose Avatar)** | Create slots, overlays, wardrobe recipes from FBX; equip/unequip items on DCA; browse/rebuild Global Library |
| **Project Context** | Auto-inject project-specific docs and guidelines for AI agents |
unity_screenshot_editor_window tool — capture any Editor window (Inspector, Project, Console, custom editor windows) to a PNG. Unlike the game/scene capture tools (which render a camera), it grabs the real editor UI via the Win32 PrintWindow API, so it works even when the window is hidden behind other windows — no raising or focus-stealing. Windows editor only: on macOS/Linux it returns a clear "unsupported platform" message instead of capturing, and the assistant will tell you the feature isn't available on your OS. Defaults to Assets/Screenshots/, accepts any user-chosen .png path. The assistant only invokes it when you explicitly ask for an editor-window screenshot. Companion to unity-mcp-plugin v2.32.0.console.debug(...) calls in the bridge were writing to stdout, corrupting the MCP JSON-RPC framing. Strict clients like Codex CLI closed the transport as soon as they hit the non-JSON line; the bug was invisible on Claude Desktop / Claude Code which tolerate the framing violation. Both call sites now log to stderr.unity-mcp-server to anklebreaker-unity-mcp to avoid name conflict on npm. Install via npx anklebreaker-unity-mcp@latest.unity_advanced_tool.unity-editor-bridge.js comments and section headers.unity_advanced_tool.unity_get_compilation_errors tool retrieves C# compilation errors and warnings directly from Unity's CompilationPipeline API. Unlike unity_console_log, this is independent of the console log buffer — not affected by console clear, Play Mode log flooding, or buffer overflow. Supports filtering by severity (error, warning, all) and count limit. Registered as a core tool (always directly accessible, not behind unity_advanced_tool).port parameter in every unity_* tool call to guarantee routing to the correct Unity Editor instance. This prevents cross-agent contamination where one task's unity_select_instance could redirect another task's commands to the wrong project.port parameter is extracted by middleware before the tool handler runs, used for routing, then stripped from the args. This is safe because MCP stdio transport processes requests sequentially.port parameter is automatically injected into every unity_* tool schema (except unity_list_instances, unity_select_instance, and unity_hub_*), so AI assistants see it as a legitimate parameter and pass it consistently.unity_select_instance now returns explicit routing instructions telling the AI to include port in all subsequent calls.In Unity: Window > Package Manager > + > Add package from git URL:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git
git clone https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm install
From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.
<p align="center"> <img src="docs/unity-mcp-showcase-village.gif" alt="Unity MCP — AI building a 3D medieval village with houses, trees, and terrain" width="800" /> </p>
| Environment Variable | Default | Description |
|---|---|---|
UNITY_HUB_PATH | C:\Program Files\Unity Hub\Unity Hub.exe | Unity Hub executable path |
UNITY_BRIDGE_HOST | 127.0.0.1 | Editor bridge host |
UNITY_BRIDGE_PORT | 7890 | Editor bridge port (auto-discovered when using multi-instance) |
UNITY_BRIDGE_TIMEOUT | 30000 | Request timeout in ms |
UNITY_PORT_RANGE_START | 7890 | Start of port scan range for multi-instance discovery |
UNITY_PORT_RANGE_END | 7899 | End of port scan range |
UNITY_REGISTRY_STALENESS_TIMEOUT | 300000 | Registry entry staleness timeout in ms (crash detection) |
UNITY_RESPONSE_SOFT_LIMIT | 2097152 | Response size soft limit in bytes (warning) |
UNITY_RESPONSE_HARD_LIMIT | 4194304 | Response size hard limit in bytes (truncation) |
UNITY_MCP_DEBUG | false | Enable debug logging for troubleshooting |
The Unity plugin also has its own settings accessible via the Dashboard (Window > MCP Dashboard) for port, auto-start, and per-category feature toggles.
Some tools activate automatically when their packages are detected in the Unity project:
| Package / Asset | Features Unlocked |
|---|---|
com.unity.memoryprofiler | Memory snapshot capture via MemoryProfiler API |
com.unity.shadergraph | Shader Graph creation, inspection, opening |
com.unity.visualeffectgraph | VFX Graph listing and opening |
com.unity.inputsystem | Input Action map and binding inspection |
com.unity.multiplayer.playmode | MPPM scenario listing, activation, start/stop, player info |
| Amplify Shader Editor (Asset Store) | Amplify shader listing, inspection, opening |
| UMA 2 (Asset Store) | UMA SlotDataAsset/OverlayDataAsset creation, WardrobeRecipe pipeline, Global Library management, DCA wardrobe equip/unequip |
Features for uninstalled packages return helpful messages explaining what to install.
The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.
<p align="center"> <img src="docs/unity-mcp-architecture.gif" alt="Unity MCP Architecture — AI Assistant → MCP Server → Unity Plugin → Unity Editor" width="800" /> </p>
| Feature | **AnkleBreaker MCP** | **Bezi** | **Coplay MCP** | **Unity AI** |
|---|---|---|---|---|
| **Total Tools** | **288** | ~30 | 34 | Limited (built-in) |
| **Feature Categories** | **30+** | ~5 | ~5 | N/A |
| **Non-Blocking Editor** | ✅ Full background operation | ❌ Freezes Unity during tasks | ✅ | ✅ |
| **Open Source** | ✅ AnkleBreaker Open License | ❌ Proprietary | ✅ MIT License | ❌ Proprietary |
| **Claude Cowork Optimized** | ✅ Two-tier lazy loading | ❌ Not MCP-based | ⚠️ Basic | ❌ Not MCP-based |
| **Multi-Instance Support** | ✅ Auto-discovery | ❌ | ❌ | ❌ |
| **Multi-Agent Support** | ✅ Session tracking + queuing | ❌ | ❌ | ❌ |
| **Unity Hub Control** | ✅ Install editors & modules | ❌ | ❌ | ❌ |
| **Scene Hierarchy** | ✅ Full tree + pagination | ⚠️ Limited | ⚠️ Basic | ⚠️ Limited |
| **Physics Tools** | ✅ Raycasts, overlap, settings | ❌ | ❌ | ❌ |
| **Terrain Tools** | ✅ Full terrain pipeline | ❌ | ❌ | ❌ |
| **Shader Graph** | ✅ Create, inspect, open | ❌ | ❌ | ❌ |
| **Profiling & Debugging** | ✅ Profiler + Frame Debugger + Memory | ❌ | ❌ | ⚠️ Basic |
| **Animation System** | ✅ Controllers, clips, parameters | ⚠️ Basic | ⚠️ Basic | ⚠️ Basic |
| **NavMesh / Navigation** | ✅ Bake, agents, obstacles | ❌ | ❌ | ❌ |
| **Particle Systems** | ✅ Full module editing | ❌ | ❌ | ❌ |
| **MPPM Multiplayer** | ✅ Scenarios, start/stop | ❌ | ❌ | ❌ |
| **Visual Inspection** | ✅ Scene + Game view capture | ❌ | ⚠️ Limited | ❌ |
| **Play Mode Resilient** | ✅ Survives domain reload | ❌ | ❌ | N/A |
| **Port Resilience** | ✅ Identity validation + crash detection | ❌ | ❌ | N/A |
| **Project Context** | ✅ Custom docs for AI agents | ❌ | ❌ | ⚠️ Built-in only |
AnkleBreaker Unity MCP is completely free and open source. The prices below reflect only the cost of the AI assistant (Claude) itself — the MCP plugin and server are $0.
| Solution | Monthly Cost | What You Get | |----------|:----------:|--------------| | AnkleBreaker MCP (free) + Claude Pro | $20/mo | 288 tools, full Unity control, open source — MCP is free, price is Claude only | | AnkleBreaker MCP (free) + Claude Max 5x | $100/mo | Same + 5x usage for heavy workflows — MCP is free, price is Claude only | | AnkleBreaker MCP (free) + Claude Max 20x | $200/mo | Same + 20x usage for teams/studios — MCP is free, price is Claude only | | Bezi Pro | $20/mo | ~30 tools, 800 credits/mo, freezes Unity | | Bezi Advanced | $60/mo | ~30 tools, 2400 credits/mo, freezes Unity | | Bezi Team | $200/mo | 3 seats, 8000 credits, still freezes Unity | | Unity AI | Included with Unity Pro/Enterprise | Limited AI tools, Unity Points system, no MCP | | Coplay MCP | Free (beta) | 34 tools, basic categories |
"Connection failed" errors — Make sure Unity Editor is open and the plugin is installed. Check the Unity Console for [MCP Bridge] Server started on port 7890.
"Unity Hub not found" — Update UNITY_HUB_PATH in your config to match your installation.
"Category disabled" errors — A feature category may be toggled off. Open Window > MCP Dashboard in Unity to check category settings.
Port conflicts — Change UNITY_BRIDGE_PORT in your Claude config and update the port in Unity's MCP Dashboard settings.
What is Unity MCP? Unity MCP (Model Context Protocol) is an open-source integration that connects AI assistants like Claude, Cursor, and Windsurf to the Unity Editor and Unity Hub. It allows AI to directly control Unity — creating scenes, placing objects, writing scripts, running builds, profiling, and more — through a standardized protocol.
How does AnkleBreaker Unity MCP compare to other Unity AI tools? AnkleBreaker Unity MCP offers 288 tools across 30+ categories, making it the most comprehensive Unity MCP integration available. Competitors like Bezi (~30 tools) and Coplay MCP (34 tools) cover a fraction of Unity's features. Unlike Bezi, AnkleBreaker MCP is free, open source, and doesn't freeze the Unity Editor during AI operations.
Does it work with Claude Desktop / Claude Cowork? Yes. AnkleBreaker Unity MCP is purpose-built for Claude Desktop and Claude Cowork. It uses a two-tier lazy loading system to stay within MCP client tool limits while exposing all 281 tools on demand.
Does it work with Cursor, Windsurf, or other MCP clients? Yes. Any AI tool that supports the Model Context Protocol can connect to this server. This includes Cursor, Windsurf, Claude Desktop, Claude Cowork, and any other MCP-compatible client.
What Unity versions are supported? Unity 2021.3 LTS and newer, including Unity 2022.3 LTS and Unity 6. The plugin is installed via Unity Package Manager (UPM).
Is it free? Yes. Both the MCP server and the Unity plugin are completely free and open source under the AnkleBreaker Open License. The only cost is your AI assistant subscription (e.g., Claude Pro at $20/month).
Can multiple AI agents use it simultaneously? Yes. The server supports multi-agent operation with session tracking, action logging, and queued execution to prevent conflicts. It also supports multiple Unity Editor instances running side-by-side.
Does it support Amplify Shader Editor? Yes. If Amplify Shader Editor is installed in your project, 23 additional tools are unlocked for full shader graph manipulation — creating nodes, connecting them, setting properties, using templates, and more. Projects without Amplify work perfectly; the tools gracefully report that ASE is not installed.
高质量的AI辅助游戏开发工具
该工具使用 NOASSERTION 协议,商用场景请仔细阅读协议条款,必要时咨询法律意见。
AI Skill Hub 为第三方内容聚合平台,本页面信息基于公开数据整理,不对工具功能和质量作任何法律背书。
建议在沙箱或测试环境中充分验证后,再部署至生产环境,并做好必要的安全评估。
📄 NOASSERTION — 请查阅原始协议条款了解具体使用限制。
总体来看,Unity MCP 服务器 是一款质量优秀的MCP工具,在同类工具中具备一定竞争力。AI Skill Hub 将持续追踪其更新动态,建议收藏备用,结合自身场景选择合适时机引入使用。
| 原始名称 | unity-mcp-server |
| Topics | mcpaiai-assisted-developmentjavascript |
| GitHub | https://github.com/AnkleBreaker-Studio/unity-mcp-server |
| License | NOASSERTION |
| 语言 | JavaScript |
收录时间:2026-06-04 · 更新时间:2026-06-04 · License:NOASSERTION · AI Skill Hub 不对第三方内容的准确性作法律背书。
选择 Agent 类型,复制安装指令后粘贴到对应客户端