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-game-viewgit 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-game-view)<a href="https://agentmods.dev/skills/ivanmurzak/unity-mcp/screenshot-game-view"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/screenshot-game-view/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-game-view"><img src="https://agentmods.dev/badge/skills/ivanmurzak/unity-mcp/screenshot-game-view.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 37 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 | $0.00465 |
| Opus 5 | $0.00029 | $0.00233 |
| Sonnet 5 | $0.00012 | $0.00093 |
| Haiku 4.5 | $0.00006 | $0.00047 |
Grade A, and why
screenshot-game-view 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 5d 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.
What it actually says
Screenshot / Game View
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
Behavior
Locates UnityEditor.GameView, repaints it, then reflects the m_RenderTexture field and reads back via Texture2D.ReadPixels. On graphics APIs whose UV origin is top-left (SystemInfo.graphicsUVStartsAtTop), the read-back pixels are vertically flipped before encoding so the orientation matches what the user sees. Returns a PNG image with the resolution baked into the caption.
How to Call
unity-mcp-cli run-tool screenshot-game-view --input '{
"nothing": "string_value"
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool screenshot-game-view --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool screenshot-game-view --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 |
|---|---|---|---|
nothing |
string |
No |
Input JSON Schema
{
"type": "object",
"properties": {
"nothing": {
"type": "string"
}
}
}
Output
This tool does not return structured output.
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.
- 5d ago First seen · 63 lines · 58 tokens per session scan A d8cbdfea2a93
screenshot-game-view is a skill published in the GitHub repository IvanMurzak/Unity-MCP (4,215 stars, last pushed 4d ago), licensed Apache-2.0. It adds 58 tokens to every session and 465 once invoked, about $0.0003 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 2026-09-03.
Other skills, from other repositories
unity-2d-tilemap-sprites
Use for 2D art pipelines: sprite atlases, sprite-mode textures, tilemaps, and import settings (PPU, maxSize).
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
animation-system
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation.
assets-pipeline
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration.
audio-system
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.