unity-mcp-orchestrator

A guide for controlling the Unity game editor through MCP, a standard way for software tools to exchange commands and data.

In plain words
What is it for?
Use it to create or modify GameObjects, scenes, scripts, and tests, and to inspect the Unity console or capture screenshots.
Why use it?
It provides a consistent workflow for inspecting Unity projects, making changes, and checking for errors afterward.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/coplaydev/unity-mcp/unity-mcp-skill
Any agent
npx skills add CoplayDev/unity-mcp --skill unity-mcp-skill
Clone the repo
git clone --depth 1 https://github.com/CoplayDev/unity-mcp

Made for: Claude Code, Codex.

Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,394 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00072 $0.03394
Opus 5 $0.00036 $0.01697
Sonnet 5 $0.00014 $0.00679
Haiku 4.5 $0.00007 $0.00339

Measured yesterday against content hash 45a6fd0007ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-mcp-orchestrator 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 yesterday.

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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

.claude/skills/unity-mcp-skill/SKILL.md · 282 lines

How it starts

The opening of the file, as written. The whole thing — 282 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity-MCP Operator Guide

This skill helps you effectively use the Unity Editor with MCP tools and resources.

Template Notice

Examples in references/workflows.md and references/tools-reference.md are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.

Before applying a template:

  • Validate targets/components first via resources and find_gameobjects.
  • Treat names, enum values, and property payloads as placeholders to adapt.

Quick Start: Resource-First Workflow

Always read relevant resources before using tools. This prevents errors and provides the necessary context.

1. Check editor state     → mcpforunity://editor/state
2. Understand the scene   → mcpforunity://scene/gameobject-api
3. Find what you need     → find_gameobjects or resources
4. Take action            → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
5. Verify results         → read_console, manage_camera(action="screenshot"), resources

Critical Best Practices

1. After Writing/Editing Scripts: Wait for Compilation and Check Console

# After create_script or script_apply_edits:
# Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically.
# No need to call refresh_unity — just wait for compilation to finish, then check console.

# 1. Poll editor state until compilation completes
# Read mcpforunity://editor/state → wait until is_compiling == false

# 2. Check for compilation errors
read_console(types=["error"], count=10, include_stacktrace=True)

Why: Unity must compile scripts before they're usable. create_script and script_apply_edits already trigger import and compilation automatically — calling refresh_unity afterward is redundant.

2. Use batch_execute for Multiple Operations

Read the full file on GitHub · 282 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. yesterday First seen · 282 lines · 72 tokens per session scan A 45a6fd0007ee

Subscribe to this mod's changes

unity-mcp-orchestrator is a skill published in the GitHub repository CoplayDev/unity-mcp (13,781 stars, last pushed 24d ago), licensed MIT. It adds 72 tokens to every session and 3,394 once invoked, about $0.0004 per session on Opus 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.

Related

Other skills, from other repositories

assets-get-data

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.

IvanMurzak/Unity-MCP · 50 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

gameobject-set-parent

Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.

IvanMurzak/Unity-MCP · 56 tokens

assets-create-folder

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).

IvanMurzak/Unity-MCP · 55 tokens

console-get-logs

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.

IvanMurzak/Unity-MCP · 35 tokens

assets-prefab-save

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.

IvanMurzak/Unity-MCP · 37 tokens