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="docs/hero.svg" alt="AnkleBreaker Unity MCP: one workflow, many Unity worlds. Multiple agents, independent editors and multiplayer tools." width="960" /> </p>
Neon brick breaker: scene construction, materials, gameplay scripts and visual iteration, with the assistant and Unity visible together.
▶ Open video · 25 seconds · Download MP4 · Village and castle demos
Recorded, accelerated excerpts. The silent videos export the same recordings as the GIFs; their duration is not a build-time benchmark. Media details and example prompts.
Use Node.js 18 or newer; a maintained Node.js LTS is recommended.
git clone --branch main https://github.com/AnkleBreaker-Studio/unity-mcp-server.git
cd unity-mcp-server
npm ci
| Your workflow | What AnkleBreaker provides |
|---|---|
| **Several projects and agents** | Independent request routing, explicit project selection and a fair queue for each editor. [Architecture](docs/architecture.md) |
| **Multiplayer iteration** | MPPM scenario/player controls and parent/virtual-player discovery, plus ParrelSync identity. [Workflow and live tests](docs/multiplayer.md) |
| **Work you can inspect** | Agent history, named undo for supported actions, queue timings, command errors and the Unity Dashboard. [Monitoring](docs/queue-monitoring.md) |
| **Mixed versions and interrupted calls** | Per-editor capability detection, legacy fallback and protected retries when both components support them. [Compatibility](docs/compatibility.md) / [Retry contract](docs/queue-protocol.md) |
| **A full production toolset** | Scene authoring, builds, profiling, packages and optional integrations, with advanced schemas discovered on demand. [Tool guide](docs/features.md) |
The combination is the strength: routing, scheduling, multiplayer controls and observable results in one workflow. See choosing a Unity integration for a sourced comparison.
Why choose AnkleBreaker? Each agent keeps its project identity, each editor has its own queue, and supported actions leave a history you can inspect and undo. Advanced tools extend that workflow into multiplayer iteration, Unity Hub and project-specific integrations. Those behaviors have dedicated regression checks and real-editor evidence, not just a feature list.
In Unity, open Window → Package Manager → Add package from git URL:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git#main
The MCP status dropdown appears automatically in Unity's main toolbar. Open the Dashboard from it, Window → AB Unity MCP, or Tools → AnkleBreaker → Unity MCP. Verify the bridge is running there. If you previously hid the indicator, choose Show Toolbar Status. Toolbar and menu access.
List my running Unity projects. Select my prototype, inspect its scene and compilation errors, create a platform, then capture the scene so I can review it.
Find the multiplayer tools. List my MPPM scenarios and the players configured in the selected project.
Inspect the scene's memory use and largest objects, then show me the actions performed by each agent.
| Goal | Ask your assistant | What makes it useful |
|---|---|---|
| **Compare two projects** | “List my editors, inspect the package versions and compilation errors in each, then summarize the differences.” | Explicit targets and independent queues. |
| **Iterate on multiplayer** | “Find the MPPM tools, inspect the selected scenario and start its configured Host and Client players.” | Native scenario and virtual-player identity. [Guide](docs/multiplayer.md) |
| **Validate a change** | “Run the selected EditMode tests, wait for the job, then show failures and fetch the detailed results in pages.” | Persistent job IDs, diagnostics and paginated reads. [Guide](docs/testing.md) |
| **Review agent work** | “Show recent actions by agent and tell me which supported actions can be undone safely.” | Native stack checks and attributed action history. [Guide](docs/undo.md) |
| **Find expensive content** | “Inspect memory consumers and mesh statistics, then capture the scene for review.” | Inspection without copying geometry buffers just to count it. [Guide](docs/mesh-metadata.md) |
| **Maintain a package** | “Compare installed packages, check compilation and inspect my build settings before making changes.” | Package requests yield to editor updates. [Guide](docs/packages.md) |
These are example prompts, not automatic scripts. Select the intended project first and let the assistant discover the current tool schemas and available packages.
<p align="center"> <img src="docs/media/dashboard-validation.png" alt="Actual Unity Dashboard in a validation project showing bridge status, three agent sessions, request queue and HTTP counters" width="640" /> </p>
Actual Dashboard capture from a Unity 6.6 validation project. The deliberately long agent/request names exercise layout behavior; displayed counters belong to that test session.
The plugin Dashboard shows queue activity, agent sessions, HTTP activity and recent actions. Agent cards update in place, sections remember their state, and long request text stays readable through tooltips. HTTP counters include input refused before ticket creation, body traffic and domain reloads. Dashboard behavior · HTTP fields and measurements.
Requested editor-window captures preserve keyboard focus, identify ambiguous windows explicitly and bound native image allocations. Docked captures exclude tab chrome; inactive tabs require an explicit temporary-switch option. Owned Windows fixtures verify actual UI Toolkit/IMGUI pixels and Dashboard layouts at 360 and 640 px.
Code execution reuses bounded compiler metadata and reports cache activity in unity_editor_state.codeExecution. A local Unity 6.6 benchmark of twenty small calls fell from 15.85 s to 1.01 s; this measures one workload, not every Unity operation. Execution behavior, measurements and limits.
unity_queue_info, unity_agents_list and unity_agent_log. Ticket status separates queue wait and processing time; queue info also exposes inactive-session retention and evictions. Monitoring fields and measurements →isCompiling: false, then inspect compilation errors. An empty error list during compilation is inconclusive.UNITY_MCP_COMPACT_TOOLS=1. Full parameter documentation remains available through advanced discovery.Which AI clients can use it? Clients that support spawning an MCP stdio server can connect using the Node command above. Configuration syntax and image/tool support depend on the client; no specific model is required by the bridge.
Do I need every optional Unity package? No. The core bridge works independently of optional integrations. Enable the relevant categories and install the packages needed for your workflow; use advanced discovery to inspect available tools.
Can several assistants work on the same project? Yes. Requests are attributed and scheduled per agent. Assign ownership of shared objects: scheduling does not resolve conflicting design changes.
Can I undo every AI action? Supported Unity writes have named undo groups and history. Filesystem operations, arbitrary code and some deferred workflows have different recovery limits. Inspect the Undo contract before relying on rollback.
Is this already a released upgrade? No. This README documents the modernization branch. Existing server/plugin version numbers remain independent; the installation instructions above select the development preview explicitly.
How does it compare? Start with the sourced comparison: routing, fair scheduling, retry recovery, multiplayer controls, monitoring and tool discovery. The measured gains above compare AnkleBreaker revisions under specific workloads.
Unity MCP 服务是一个用于连接 AI 助手(如 Claude、Cursor 和 Windsurf)到 Unity 编辑器和 Unity Hub 的开源集成。它允许 AI 直接控制 Unity — 创建场景、放置对象、编写脚本、运行构建等。
Unity MCP 服务提供了 288 个工具,涵盖了 Unity 工作流的全部内容,包括 Unity Hub、场景、游戏对象、组件等。它还支持 AI 直接控制 Unity 的功能,例如创建场景、放置对象、编写脚本等。
Unity MCP 服务需要 Node.js 18+、Unity Hub 和 Unity 编辑器(需要安装 unity-mcp-plugin 插件)等环境依赖。
安装 Unity MCP 服务需要在 Unity 中安装 unity-mcp-plugin 插件,然后在终端中使用 npm install 安装 MCP 服务。
使用 Unity MCP 服务需要在 Unity 中打开编辑器并安装 unity-mcp-plugin 插件,然后使用 MCP 服务的工具和功能。
Unity MCP 服务的配置包括环境变量(如 UNITY_HUB_PATH、UNITY_BRIDGE_HOST 和 UNITY_BRIDGE_PORT)等。这些变量可以在 MCP 服务的配置文件中设置。
Unity MCP 服务的工作流包括 AI → MCP 服务 → Unity 插件 → Unity 编辑器。它使用 Model Context Protocol 连接 AI 助手到 Unity 编辑器和 Unity Hub,允许 AI 直接控制 Unity 的功能。
Unity MCP 服务的常见问题包括“连接失败”错误、“Unity Hub 未找到”错误和“类别禁用”错误等。这些问题的解决方法包括检查 Unity 编辑器是否打开、更新 UNITY_HUB_PATH 变量等。
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 |
| 原始描述 | 开源MCP工具:Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, C。⭐216 · JavaScript |
| 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:2026-06-05 · 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