AnkleBreaker Unity MCP
MCP (Model Context Protocol) bridge plugin for Unity Editor. Enables AI assistants like Claude to control Unity Editor via a local HTTP API β manage scenes, GameObjects, components, assets, builds, and more.
com.anklebreaker.unity-mcp 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/anklebreaker-studio-unity-mcp.git README Markdown
Copy this to your project's README.md
## 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
```
[](https://www.pkglnk.dev/pkg/anklebreaker-studio-unity-mcp)README
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.
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.
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.
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.
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.memoryprofilerpackage)
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 (
lastSeentimestamp), 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
- Open Unity > Window > Package Manager
- Click the + button > Add package from git URL...
- Enter:
https://github.com/AnkleBreaker-Studio/unity-mcp-plugin.git - 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:
π 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.
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 | β Full background operation | β Freezes Unity during tasks | β | β |
| Open Source | β AnkleBreaker Open License | β Proprietary | β MIT License | β Proprietary |
| Claude Cowork Optimized | β Two-tier lazy loading | β Not MCP-based | β οΈ Basic | β Not MCP-based |
| Multi-Instance Support | β Auto-discovery | β | β | β |
| Multi-Agent Support | β Session tracking + queuing | β | β | β |
| Unity Hub Control | β Install editors & modules | β | β | β |
| Scene Hierarchy | β Full tree + pagination | β οΈ Limited | β οΈ Basic | β οΈ Limited |
| Physics Tools | β Raycasts, overlap, settings | β | β | β |
| Terrain Tools | β Full terrain pipeline | β | β | β |
| Shader Graph | β Create, inspect, open | β | β | β |
| Profiling & Debugging | β Profiler + Frame Debugger + Memory | β | β | β οΈ Basic |
| Animation System | β Controllers, clips, parameters | β οΈ Basic | β οΈ Basic | β οΈ Basic |
| NavMesh / Navigation | β Bake, agents, obstacles | β | β | β |
| Particle Systems | β Full module editing | β | β | β |
| MPPM Multiplayer | β Scenarios, start/stop | β | β | β |
| Visual Inspection | β Scene + Game view capture | β | β οΈ Limited | β |
| Play Mode Resilient | β Survives domain reload | β | β | N/A |
| Port Resilience | β Identity validation + crash detection | β | β | N/A |
| Project Context | β Custom docs for AI agents | β | β | β οΈ 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 $20β$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.
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 byClear()or Play Mode log flooding. Auto-clears on each new compilation cycle viacompilationStarted. Exposed via thecompilation/errorsHTTP route for the MCP server'sunity_get_compilation_errorstool.
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/pingendpoint now returnsprojectPathalongside the existingprojectName, enabling the MCP server to validate instance identity by both name and path. - Registry heartbeat β A new heartbeat mechanism updates the
lastSeentimestamp 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
OnDisablenever 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
- unity-mcp-server β The Node.js MCP server that connects AI assistants to this plugin
- Model Context Protocol β The open standard powering this integration
- Claude Desktop β Anthropic's AI assistant with built-in MCP support
- AnkleBreaker Studio β The game studio behind this project
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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