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.
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.
npx skills add IvanMurzak/Unity-MCP --skill screenshot-cameragit 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/skills/ivanmurzak/unity-mcp/screenshot-camera)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/screenshot-camera"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/screenshot-camera/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/skills/ivanmurzak/unity-mcp/screenshot-camera"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/screenshot-camera.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium MCP Rug Pull · line 44 npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.Fix: Pin the version: npx @scope/[email protected]
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 | $0.00058 | $0.00980 |
| Opus 5.5 | $0.00023 | $0.00392 |
| Sonnet 5.5 | $0.00012 | $0.00196 |
| Haiku 4.5 | $0.00006 | $0.00098 |
Grade A, and why
screenshot-camera 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 7d 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 — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Screenshot / Camera
Captures a screenshot from a camera and returns it as an image. If no camera is specified, uses the Main Camera. Returns the image directly for visual inspection by the LLM.
Inputs
cameraRef(optional) — reference to a GameObject hosting aCamera. When null,Camera.mainis used; if there is no main camera, the first entry ofCamera.allCamerasis used.width(default 1920) /height(default 1080) — output pixels. Must be > 0 and ≤MaxDimension.
Behavior
Allocates a temporary RenderTexture, swaps it onto the chosen camera, calls Camera.Render, reads back via Texture2D.ReadPixels, encodes as PNG, and restores the camera's prior targetTexture. Returns a ResponseCallTool.Image with image/png MIME and a descriptive caption.
How to Call
unity-mcp-cli run-tool screenshot-camera --input '{
"cameraRef": "string_value",
"width": 0,
"height": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool screenshot-camera --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool screenshot-camera --input-file - <<'EOF' {"param": "value"} EOF
Troubleshooting
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
Input
| Name | Type | Required | Description |
|---|---|---|---|
cameraRef |
any |
No | Reference to the camera GameObject. If not specified, uses the Main Camera. |
width |
integer |
No | Width of the screenshot in pixels. |
height |
integer |
No | Height of the screenshot in pixels. |
Input JSON Schema
{
"type": "object",
"properties": {
"cameraRef": {
"$ref": "#/$defs/AIGD.GameObjectRef"
},
"width": {
"type": "integer"
},
"height": {
"type": "integer"
}
},
"$defs": {
"UnityEngine.EntityId": {
"type": "string",
"pattern": "^[0-9]+$"
},
"System.Type": {
"type": "string"
},
"AIGD.GameObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"$ref": "#/$defs/UnityEngine.EntityId",
"description": "instanceID of the UnityEngine.Object. If it is '0' and 'path', 'name', 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'. Priority: 1 (Recommended)"
},
"path": {
"type": "string",
"description": "Path of a GameObject in the hierarchy Sample 'character/hand/finger/particle'. Priority: 2."
},
"name": {
"type": "string",
"description": "Name of a GameObject in hierarchy. Priority: 3."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Find GameObject in opened Prefab or in the active Scene."
}
}
}
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.
- 7d ago Changed · +6 lines 7ca14a259147
- 1mo ago First seen · 116 lines · 58 tokens per session scan A 38f24e7da3f0
screenshot-camera is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,515 stars, last pushed today), licensed Apache-2.0. It adds 58 tokens to every session and 980 once invoked, about $0.0002 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 2026-09-03.
Other skills, from other repositories
unity-addressables
Use Addressables with explicit grouping, loading, update, and fallback rules instead of ad hoc content loading.
unity-build-release
Run Unity builds, CI, and release packaging with reproducible configuration and platform-aware checks.
unity-csharp-standards
Apply Unity-specific C# standards that preserve readability, testability, and safe engine integration.
unity-editor-tooling
Create Unity editor tools that make content production safer, faster, and less dependent on tribal knowledge.
unity-gameplay-patterns
Use common Unity gameplay architecture patterns without hiding ownership inside scenes or inspector wiring.
unity-input-system
Implement Unity input with explicit action maps, device support, and UI/gameplay separation.