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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/anklebreaker-studio-unity-mcp.git

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## Installation

Add **AnkleBreaker Unity MCP** to your Unity project via Package Manager:

1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/anklebreaker-studio-unity-mcp.git
```

[![pkglnk](https://www.pkglnk.dev/badge/anklebreaker-studio-unity-mcp.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/anklebreaker-studio-unity-mcp)

README

AnkleBreaker MCP

Unity MCP Plugin β€” AI-Powered Unity Editor Bridge (UPM Package)

The Unity Editor side of the most comprehensive MCP (Model Context Protocol) integration for Unity game development. Install via Unity Package Manager to let Claude, Cursor, Windsurf, or any MCP-compatible AI assistant control your Unity Editor with 268 tools across 30+ categories. Built and maintained by AnkleBreaker Studio.

What It Does

This package runs a lightweight HTTP bridge inside the Unity Editor on localhost:7890. The companion Unity MCP Server connects to it, exposing 268 tools to AI assistants across 30+ feature categories β€” scenes, GameObjects, components, builds, profiling, Shader Graph, Amplify Shader Editor, terrain, physics, NavMesh, animation, multiplayer, and much more.

Neon Brick Breaker β€” Built from scratch by AI in under 5 minutes

Claude creates the entire game: scene setup, neon materials with bloom post-processing, brick grid layout, game scripts, VFX, and UI β€” all through Unity MCP commands.

Unity MCP β€” AI building a neon brick breaker game in Unity Editor

3D Medieval Village β€” AI-generated terrain, houses, and environment

From an empty scene to a fully decorated village: terrain sculpting, material creation, procedural house building via C# editor scripts, trees, fences, and pathways.

Unity MCP β€” AI building a 3D medieval village with houses, trees, and terrain

3D Castle β€” Complete level with FPS walkthrough

AI builds a multi-room castle with courtyard, throne room, armory, and guard room. Adjusts lighting, spawns the player, and runs an FPS walkthrough to verify the result.

Unity MCP β€” AI building a 3D castle with FPS walkthrough in Unity Editor

How It Works β€” AI β†’ MCP Server β†’ Unity Plugin β†’ Unity Editor

The Model Context Protocol connects your AI assistant to Unity through a lightweight bridge. Commands flow from your AI chat directly into the editor in real-time.

Unity MCP Architecture β€” AI Assistant β†’ MCP Server β†’ Unity Plugin β†’ Unity Editor

Core Capabilities:

  • Scene Management β€” Open, save, create scenes; browse full hierarchy tree
  • GameObjects β€” Create (primitives or empty), delete, inspect, set transforms (world/local)
  • Components β€” Add/remove components, get/set any serialized property
  • Assets β€” List, import, delete assets; create prefabs and materials; assign materials
  • Scripts β€” Create, read, update C# scripts
  • Builds β€” Trigger multi-platform builds (Windows, macOS, Linux, Android, iOS, WebGL)
  • Console & Compilation β€” Read errors/warnings/logs, clear console; get C# compilation errors via CompilationPipeline (independent of console buffer)
  • Testing β€” Run EditMode/PlayMode tests, poll results, list available tests via Unity Test Runner API
  • Play Mode β€” Play, pause, stop
  • Editor β€” Execute menu items, run arbitrary C# code, check editor state, get project info

Extended Capabilities:

  • Animation β€” List clips, get clip info, list Animator controllers and parameters, set Animator properties, play animations
  • Prefab (Advanced) β€” Open/close prefab editing mode, check prefab status, get overrides, apply/revert changes
  • Physics β€” Raycasts, sphere/box casts, overlap tests, get/set physics settings (gravity, layers, collision matrix)
  • Lighting β€” Manage lights, configure environment lighting/skybox, bake lightmaps, list/manage reflection probes
  • Audio β€” Manage AudioSources, AudioListeners, AudioMixers, play/stop clips, adjust mixer parameters
  • Terrain β€” Create/modify terrains, paint heightmaps/textures, manage terrain layers, trees, and detail objects
  • Navigation β€” NavMesh baking, agents, obstacles, off-mesh links
  • Particles β€” Particle system creation, inspection, module editing
  • UI β€” Canvas, UI elements, layout groups, event system
  • Tags & Layers β€” List tags and layers, add/remove tags, assign tags/layers to GameObjects
  • Selection β€” Get/set editor selection, find objects by name/tag/component/layer
  • Graphics β€” Scene and game view capture as inline images for visual inspection
  • Input Actions β€” List action maps and actions, inspect bindings (Input System package)
  • Assembly Definitions β€” List, inspect, create, update .asmdef files
  • ScriptableObjects β€” Create, inspect, modify ScriptableObject assets
  • Constraints β€” Position, rotation, scale, aim, parent constraints
  • LOD β€” LOD group management and configuration

Profiling & Debugging:

  • Profiler β€” Start/stop profiler, get stats, take deep profiles, save profiler data
  • Frame Debugger β€” Enable/disable frame debugger, get draw call list and details, get render target info
  • Memory Profiler β€” Memory breakdown by asset type, top memory consumers, take memory snapshots (with com.unity.memoryprofiler package)

Shader & Visual Tools (conditional on packages):

  • Shader Graph β€” List, inspect, create, open Shader Graphs; inspect shader properties; list Sub Graphs and VFX Graphs (requires com.unity.shadergraph / com.unity.visualeffectgraph)
  • Amplify Shader Editor β€” Full graph manipulation: list, inspect, create, add/remove/connect/disconnect/duplicate nodes, set properties, templates, save/close (requires Amplify Shader Editor asset)

Multiplayer (conditional on MPPM package):

  • MPPM Scenarios β€” List, activate, start, stop multiplayer playmode scenarios; get status and player info (requires com.unity.multiplayer.playmode)

Infrastructure:

  • Multi-Instance Support β€” Multiple Unity Editor instances discovered automatically (including ParrelSync clones)
  • Port Affinity β€” Each editor remembers its last-used port via EditorPrefs and reclaims it on restart, minimizing port swaps across sessions
  • Registry Heartbeat β€” The plugin sends a heartbeat every 30 seconds to the shared instance registry (lastSeen timestamp), enabling the MCP server to distinguish between compiling editors (fresh entry) and crashed editors (stale entry >5 minutes)
  • Multi-Agent Support β€” Multiple AI agents can connect simultaneously with session tracking, action logging, and queued execution
  • Play Mode Resilience β€” MCP bridge survives domain reloads during Play Mode via SessionState persistence
  • Dashboard β€” Built-in Editor window (Window > MCP Dashboard) showing server status, category toggles, agent sessions, and update checker
  • Project Context β€” Auto-inject project-specific documentation and guidelines for AI agents (via Assets/MCP/Context/)
  • Settings β€” Configurable port, auto-start, and per-category enable/disable via EditorPrefs
  • Update Checker β€” Automatic GitHub release checking with in-dashboard notification

Installation via Unity Package Manager

  1. Open Unity > Window > Package Manager
  2. Click the + button > Add package from git URL...
  3. Enter:
    https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git
    
  4. Click Add

Unity will download and install the package. You should see in the Console:

[MCP Bridge] Server started on port 7890

Verify

Open a browser and visit: http://127.0.0.1:7890/api/ping

You should see JSON with your Unity version and project name.

Companion: MCP Server

This plugin is one half of the system. You also need the Node.js MCP Server that connects Claude to this bridge:

πŸ‘‰ unity-mcp-server

Dashboard

Open Window > MCP Dashboard to access:

  • Server status with live indicator (green = running, red = stopped)
  • Start / Stop / Restart controls
  • Per-category feature toggles (enable/disable any of the 30+ categories)
  • Port and auto-start settings
  • Active agent session monitoring
  • Version display with update checker

Requirements

  • Unity 2021.3 LTS or newer (tested on 2022.3 LTS and Unity 6)
  • .NET Standard 2.1 or .NET Framework

Optional Packages

Some features activate automatically when their corresponding packages are detected:

Package / Asset Features Unlocked
com.unity.memoryprofiler Memory snapshots via MemoryProfiler API
com.unity.shadergraph Shader Graph create, inspect, open
com.unity.visualeffectgraph VFX Graph listing and opening
com.unity.inputsystem Input Action maps and bindings inspection
com.unity.multiplayer.playmode MPPM scenario management (list, activate, start/stop, status)
Amplify Shader Editor (Asset Store) Amplify shader listing, inspection, opening

Configuration

Configuration is managed through the MCP Dashboard (Window > MCP Dashboard > Settings):

  • Port β€” HTTP server port (default: 7890)
  • Auto-Start β€” Automatically start the bridge when Unity opens (default: true)
  • Category Toggles β€” Enable/disable any of the 30+ feature categories

Settings are stored in EditorPrefs and persist across sessions.

Security

  • The server only binds to 127.0.0.1 (localhost) β€” it is not accessible from the network
  • No authentication is required since it's local-only
  • All operations support Unity's Undo system
  • Multi-agent requests are queued to prevent conflicts

268 Tools Across 30+ Categories

Scene management, GameObjects, components, physics, terrain, Shader Graph, Amplify Shader Editor, profiling, animation, NavMesh, builds, multiplayer, and more.

Unity MCP Features β€” 268 tools across 30+ categories for AI-powered game development

Why AnkleBreaker Unity MCP?

AnkleBreaker Unity MCP is the most comprehensive MCP integration for Unity, purpose-built to leverage the full power of Claude Cowork and other AI assistants. Here's how it compares to alternatives:

Feature Comparison

Feature AnkleBreaker MCP Bezi Coplay MCP Unity AI
Total Tools 268 ~30 34 Limited (built-in)
Feature Categories 30+ ~5 ~5 N/A
Non-Blocking Editor βœ… Full background operation ❌ Freezes Unity during tasks βœ… βœ…
Open Source βœ… AnkleBreaker Open License ❌ Proprietary βœ… MIT License ❌ Proprietary
Claude Cowork Optimized βœ… Two-tier lazy loading ❌ Not MCP-based ⚠️ Basic ❌ Not MCP-based
Multi-Instance Support βœ… Auto-discovery ❌ ❌ ❌
Multi-Agent Support βœ… Session tracking + queuing ❌ ❌ ❌
Unity Hub Control βœ… Install editors & modules ❌ ❌ ❌
Scene Hierarchy βœ… Full tree + pagination ⚠️ Limited ⚠️ Basic ⚠️ Limited
Physics Tools βœ… Raycasts, overlap, settings ❌ ❌ ❌
Terrain Tools βœ… Full terrain pipeline ❌ ❌ ❌
Shader Graph βœ… Create, inspect, open ❌ ❌ ❌
Profiling & Debugging βœ… Profiler + Frame Debugger + Memory ❌ ❌ ⚠️ Basic
Animation System βœ… Controllers, clips, parameters ⚠️ Basic ⚠️ Basic ⚠️ Basic
NavMesh / Navigation βœ… Bake, agents, obstacles ❌ ❌ ❌
Particle Systems βœ… Full module editing ❌ ❌ ❌
MPPM Multiplayer βœ… Scenarios, start/stop ❌ ❌ ❌
Visual Inspection βœ… Scene + Game view capture ❌ ⚠️ Limited ❌
Play Mode Resilient βœ… Survives domain reload ❌ ❌ N/A
Port Resilience βœ… Identity validation + crash detection ❌ ❌ N/A
Project Context βœ… Custom docs for AI agents ❌ ❌ ⚠️ Built-in only

Cost Comparison

AnkleBreaker Unity MCP is completely free and open source. The prices below reflect only the cost of the AI assistant (Claude) itself β€” the MCP plugin and server are $0.

Solution Monthly Cost What You Get
AnkleBreaker MCP (free) + Claude Pro $20/mo 268 tools, full Unity control, open source β€” MCP is free, price is Claude only
AnkleBreaker MCP (free) + Claude Max 5x $100/mo Same + 5x usage for heavy workflows β€” MCP is free, price is Claude only
AnkleBreaker MCP (free) + Claude Max 20x $200/mo Same + 20x usage for teams/studios β€” MCP is free, price is Claude only
Bezi Pro $20/mo ~30 tools, 800 credits/mo, freezes Unity
Bezi Advanced $60/mo ~30 tools, 2400 credits/mo, freezes Unity
Bezi Team $200/mo 3 seats, 8000 credits, still freezes Unity
Unity AI Included with Unity Pro/Enterprise Limited AI tools, Unity Points system, no MCP
Coplay MCP Free (beta) 34 tools, basic categories

Key Advantages

vs. Bezi: Bezi runs as a proprietary Unity plugin with its own credit-based billing β€” $20–$200/mo on top of your AI subscription. It has historically suffered from freezing the Unity Editor during AI tasks, blocking your workflow. AnkleBreaker MCP is completely free and open source, runs entirely in the background with zero editor impact, and offers 8x more tools β€” the only cost is your existing Claude subscription.

vs. Coplay MCP: Coplay MCP provides 34 tools across ~5 categories. AnkleBreaker MCP delivers 268 tools across 30+ categories including advanced features like physics raycasts, terrain editing, shader graph management, profiling, NavMesh, particle systems, and MPPM multiplayer β€” none of which exist in Coplay. Our two-tier lazy loading system is specifically optimized for Claude Cowork's tool limits.

vs. Unity AI: Unity AI (successor to Muse) is built into Unity 6.2+ but limited to Unity's own AI models and a credit-based "Unity Points" system. It cannot be used with Claude or any external AI assistant, has no MCP support, and offers a fraction of the automation capabilities. AnkleBreaker MCP works with any MCP-compatible AI while giving you full control over which AI models you use.

Support the Project

If Unity MCP helps your workflow, consider supporting its development! Your support helps fund new features, bug fixes, documentation, and more open-source game dev tools.

GitHub Sponsors Patreon

Sponsor tiers include priority feature requests β€” your ideas get bumped up the roadmap! Check out the tiers on GitHub Sponsors or Patreon.

What's New in v2.24.0

  • Compilation error tracking β€” New dedicated compilation error buffer powered by CompilationPipeline.assemblyCompilationFinished. Captures errors and warnings per assembly with file, line, column, message, and severity. Independent of the console log buffer β€” not affected by Clear() or Play Mode log flooding. Auto-clears on each new compilation cycle via compilationStarted. Exposed via the compilation/errors HTTP route for the MCP server's unity_get_compilation_errors tool.

What's New in v2.21.1

  • Port affinity β€” The plugin now remembers its last-used port via EditorPrefs and attempts to reclaim it on restart. This prevents port swaps when multiple Unity projects are open β€” each editor consistently uses the same port across restarts.
  • Enriched ping response β€” The /api/ping endpoint now returns projectPath alongside the existing projectName, enabling the MCP server to validate instance identity by both name and path.
  • Registry heartbeat β€” A new heartbeat mechanism updates the lastSeen timestamp in the shared instance registry every 30 seconds. This lets the MCP server distinguish between a compiling editor (fresh entry, temporarily unresponsive) and a crashed editor (stale entry, no heartbeat for >5 minutes).
  • Crash resilience β€” Combined with the server-side staleness check, the heartbeat ensures that if Unity crashes mid-compile and OnDisable never fires, the stale registry entry is detected and cleared within 5 minutes, allowing proper re-discovery.

Frequently Asked Questions

What is Unity MCP Plugin? The Unity MCP Plugin is a Unity Package Manager (UPM) package that runs an HTTP bridge inside the Unity Editor, enabling AI assistants like Claude, Cursor, and Windsurf to control Unity through the Model Context Protocol (MCP). It's the editor-side component of the AnkleBreaker Unity MCP system.

How do I install the Unity MCP Plugin? Open Unity > Window > Package Manager > click + > Add package from git URL > paste https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git > click Add. The bridge starts automatically.

Does it work with Claude Desktop and Claude Cowork? Yes. AnkleBreaker Unity MCP is purpose-built for Claude Desktop and Claude Cowork, with a two-tier lazy loading architecture optimized for MCP client tool limits.

Does it work with Cursor or Windsurf? Yes. Any MCP-compatible AI client can use this plugin through the companion Unity MCP Server.

What Unity versions are supported? Unity 2021.3 LTS and newer, including Unity 2022.3 LTS and Unity 6.

Is the Amplify Shader Editor required? No. Amplify Shader Editor support is fully optional β€” 23 extra tools activate automatically when ASE is detected. Projects without Amplify work perfectly; the tools gracefully indicate that ASE is not installed.

Is it free? Yes. The plugin and server are completely free and open source. The only cost is your AI assistant subscription.

Related Projects


Keywords (for search engines)

Unity MCP, Unity MCP Plugin, Unity MCP Server, Unity AI, AI game development, AI Unity Editor, Claude Unity, Cursor Unity, Windsurf Unity, Model Context Protocol Unity, MCP Unity plugin, Unity automation, AI-assisted game development, Unity Editor AI control, Unity Package Manager MCP, UPM MCP package, Unity build automation, Unity scene management AI, Unity GameObject AI, Unity component automation, Shader Graph AI, Amplify Shader Editor AI, Unity terrain AI, Unity NavMesh AI, Unity physics AI, Unity profiler AI, Unity animation AI, MPPM multiplayer AI, Unity MCP integration, free Unity AI tools, open source Unity AI, AnkleBreaker Studio, AnkleBreaker MCP, Unity MCP bridge, AI co-pilot Unity, Unity game dev AI assistant

License

AnkleBreaker Open License v1.0 β€” see LICENSE

This license requires: (1) including the copyright notice, (2) displaying "Made with AnkleBreaker MCP" (or "Powered by AnkleBreaker MCP") attribution in any product built with it (personal/educational use is exempt), and (3) reselling the tool is forbidden β€” you may not sell, sublicense, or commercially distribute this software or derivatives of it. See the full LICENSE for details.

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