Unity-MCP connects AI coding agents to the Unity game engine through MCP, letting them work with the Unity Editor and running games. It is used by game developers to generate code, automate development and testing, debug projects, and add AI-driven behavior to games. The catalogue entries provide skills, instructions, an MCP integration, and settings for operating this workflow.
Borrowing it
Nothing to install: this file belongs to IvanMurzak/Unity-MCP. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/IvanMurzak/Unity-MCP/main/.github/copilot-instructions.mdgit clone --depth 1 https://github.com/IvanMurzak/Unity-MCPWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/instructions/ivanmurzak/unity-mcp/copilot-instructions)<a href="https://agentmods.dev/instructions/ivanmurzak/unity-mcp/copilot-instructions"><img src="https://agentmods.dev/badge/instructions/ivanmurzak/unity-mcp/copilot-instructions/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/instructions/ivanmurzak/unity-mcp/copilot-instructions"><img src="https://agentmods.dev/badge/instructions/ivanmurzak/unity-mcp/copilot-instructions.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00896 | $0.00896 |
| Opus 5.5 | $0.00358 | $0.00358 |
| Sonnet 5.5 | $0.00179 | $0.00179 |
| Haiku 4.5 | $0.00090 | $0.00090 |
Grade A, and why
Unity-MCP copilot-instructions.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Project Guidelines
Critical Rules
No C# Reflection for Private Access
PROHIBITED: Using System.Reflection to access private, internal, or otherwise non-public fields, properties, methods, or classes in project code. This includes Type.GetType, BindingFlags.NonPublic, GetMethod, GetField, GetProperty, and similar reflection APIs when used to bypass access modifiers.
Example of prohibited code:
// WRONG: Accessing internal Unity API via reflection
var logEntriesType = Type.GetType("UnityEditor.LogEntries, UnityEditor.CoreModule")
?? Type.GetType("UnityEditorInternal.LogEntries, UnityEditor.CoreModule")
?? Type.GetType("UnityEditor.LogEntries, UnityEditor")
?? Type.GetType("UnityEditorInternal.LogEntries, UnityEditor");
logEntriesType?.GetMethod("Clear", BindingFlags.Static | BindingFlags.Public)
?.Invoke(null, null);
Note: This rule does NOT apply to
ReflectorNetlibrary usage, which is an external dependency specifically designed for reflection-based access patterns.
Code Review
Before performing any code review, you MUST read the project constitution: .specify/memory/constitution.md. All code review feedback must verify adherence to the principles defined in the constitution. Constitution principles supersede ad-hoc practices when conflicts arise.
Code Style
- C#: Use 4 spaces indentation. PascalCase for classes/methods/properties,
_camelCasefor private readonly fields.- Namespace:
com.IvanMurzak.Unity.MCP. - Example: UnityMcpPlugin.cs.
- Namespace:
- PowerShell: Use K&R brace style.
Architecture
- Unity-MCP-Plugin: Main Unity package.
- Core logic: Packages/com.ivanmurzak.unity.mcp/Runtime.
- Editor logic:
Packages/com.ivanmurzak.unity.mcp/Editor. - Tests:
Packages/com.ivanmurzak.unity.mcp/Tests.
- MCP Server: lives in the shared GameDev-MCP-Server repo (binary
gamedev-mcp-server); the plugin downloads the release pinned byMcpServerManager.ServerVersion. - Installer: Installer/ wraps the package installation.
- Unity-Tests: Unity-Tests/ contains projects for different Unity versions (2022, 2023, 6000) linking locally to the Plugin.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago Changed · +1 tokens per session 7e7181e6911a
- 1mo ago First seen · 63 lines · 895 tokens per session scan A 711e3a538ec1
Unity-MCP copilot-instructions.md is an instructions file published in the GitHub repository IvanMurzak/Unity-MCP (4,515 stars, last pushed today), licensed Apache-2.0. It adds 896 tokens to every session, about $0.0036 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other instructions, from other repositories
vscode buildNext.instructions.md
Working notes and architecture documentation for the new esbuild-based build system in build/next. Use when making changes to the new build pipeline (transpile/bundle commands, NLS plugin, source-map handling, resource copying, or self-hosting watch tasks).
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AGENTS.md instructions for vercel/next.js, covering next.js development guide, codebase structure, monorepo overview, core package: packages/next and other important packages.
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Copilot instructions for microsoft/vscode, covering vs code copilot instructions, project overview, root folders, core architecture (src/ folder) and built-in extensions (extensions/ folder).
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Copilot instructions for denoland/deno, covering deno development guide for github copilot, network access, high level overview, key directories and key files to understand first.