Unity-MCP
01Settings file Claude Code
Agent settings declaring 4 allowed tools.
Settings file Claude Code
Agent settings declaring 4 allowed tools.
Skill Claude CodeCodex
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
Skill Claude CodeCodex
Review and resolve PR comments from GitHub. Validates each comment, fixes legitimate issues.
Instructions file GitHub Copilot
Instructions for IvanMurzak/Unity-MCP, covering project guidelines, critical rules, no c# reflection for private access, code review and code style.
Instructions file
Instructions for IvanMurzak/Unity-MCP, covering claude.md, what this is, build / run, project constitution and find detail in.
Skill Claude CodeCodex
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Skill Claude CodeCodex
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Skill Claude CodeCodex
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Skill Claude CodeCodex
Search the built-in assets of the Unity Editor (located at Resources/unitybuiltinextra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
Skill Claude CodeCodex
Search the Unity asset database using a search filter string. The filter accepts names, labels (l:), types (t:), AssetBundles (b:), areas (a:), and globs (glob:). See the body for the full filter syntax.
Skill Claude CodeCodex
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
Skill Claude CodeCodex
Create a new Material asset with default parameters at a given 'Assets/'-rooted path ending in '.mat'. Creates intermediate folders if missing. Use 'assets-shader-list-all' to find a valid shaderName.
Skill Claude CodeCodex
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.
Skill Claude CodeCodex
Move or rename assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Skill Claude CodeCodex
Close the currently opened prefab edit stage. Optionally saves changes back to the prefab asset before closing. Pair with 'assets-prefab-open' to enter the edit mode first.
Skill Claude CodeCodex
Create a Prefab (or Prefab Variant) at a project asset path. Source can be a scene GameObject (gameObjectRef) or an existing prefab asset (sourcePrefabAssetPath). Creates intermediate folders if missing. Use 'gameobject-find' to locate the source GameObject first.
Skill Claude CodeCodex
Instantiate a prefab into the currently active scene at an optional position/rotation/scale, parented under an optional scene GameObject path. Use 'assets-find' to locate the prefab asset first.
Skill Claude CodeCodex
Open the prefab edit stage for a prefab instance or prefab asset GameObject. Modifications inside the edit stage propagate to all instances. Pair with 'assets-prefab-close' to exit the stage when done.
Skill Claude CodeCodex
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
Skill Claude CodeCodex
Refresh the Unity AssetDatabase. Use after files were added or updated outside of the Unity API, or to force script recompilation when a '.cs' file changed. Returns a processing/success response and waits for compilation when triggered.
Skill Claude CodeCodex
Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.
Skill Claude CodeCodex
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
Skill Claude CodeCodex
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.
Skill Claude CodeCodex
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.