Install a Unity package from the registry, a Git URL, or a local path. Modifies manifest.json and triggers package resolution; may also trigger a domain reload — the final result is delivered after the reload via the request's requestId. Use 'package-search' / 'package-list' for discovery first.
List all UPM packages installed in the Unity project — name, version, source, description. Optionally filter by source (registry, embedded, local, git, built-in, local tarball), by name/display/description substring, and by direct-dependency-only.
Uninstall a UPM package from the Unity project. Modifies manifest.json and may trigger a domain reload — the final result is delivered after the reload via the request's requestId. Built-in packages and packages that are dependencies of others cannot be removed. Use 'package-list' to list installed packages first.
Search Unity's package registry plus locally installed packages (Git, local, embedded sources) by query string. Returns available versions and installation status. Online mode fetches exact matches from the live registry then supplements with cached substring matches.
Lightweight readiness probe. Returns the input message echoed back, or 'pong' when omitted. Useful for CLI health checks and SignalR connectivity smoke tests.
MCP server "Unity-MCP" as configured in IvanMurzak/Unity-MCP. Runs in Docker (docker.io/ivanmurzakdev/unity-mcp-server:0.17.1). Needs 3 environment variables to run.
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Capture a screenshot from a Unity Camera and return it as a PNG image for direct LLM inspection. Falls back to Camera.main (then any active camera) when cameraRef is null. Width and height are capped to keep response size manageable.
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
Render a target GameObject from a chosen camera angle with optional layer-based isolation, configurable background (solid/skybox/transparent), multi-light setup via JSON, and Composite (2x2 Front/Right/Back/Top) mode. Returns a PNG image. When isolated=true, inactive children may briefly fire OnEnable — see the body…
Capture a screenshot from the Unity Editor Scene View at the requested size. Renders via the Scene View's active camera onto a temporary RenderTexture. Requires an open Scene View.
Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.
Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.
Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.
Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…
Execute Unity tests (EditMode or PlayMode) and return per-test results. Supports filtering by test assembly, namespace, class, and method. Refreshes the AssetDatabase first; defers execution across domain reloads if scripts changed. Precondition: every open scene must be saved — dirty scenes abort the run.
Enable or disable MCP tools by name in batch. Persists the change via UnityMcpPluginEditor.Instance.Save() only when at least one tool actually flipped. Returns per-input success flags plus optional operation logs.
Provides an initial setup for AI Skills, unity-mcp-cli command line tool installation and everything else that is helpful to set up at the start of the project. Essential packages, and basic configurations.
Create a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file that Unity compiles into the project. After compilation the new tool becomes callable through MCP. The file must be a partial class decorated with [AiToolType], each tool method must be decorated with [AiTool], the class name should match…
Regenerate every SKILL.md from the project's currently-registered MCP tools into the configured skills folder (or a project-relative override path). Writes the YAML description: from [AiSkillDescription] and the body from [AiSkillBody].
List all Unity-MCP tools registered in the connected Unity Editor instance. Optional regex filter matches against tool name, description, and argument names/descriptions. Use the includeDescription / includeInputs toggles to control the response size.
Query the live Unity scene (GameObjects, components, assets) with RQL in ONE call: filter, project, sort, count, walk hierarchies. Far fewer calls/tokens than reading objects one by one.
How to read and change anything in the Unity Editor with RQL (rql-query / rql-mutate / rql-schema): the query language, operators, sources (scene objects, assets, scenes, prefabs, console logs, Editor state), Editor operations (create, add components, scenes, prefabs, assets, selection, Play Mode) and what installed…
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: