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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/funseaai-mcp.git

README Markdown

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## Installation

Add **GameBooom MCP for Unity** 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/funseaai-mcp.git
```

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

Dependencies (2)

README

GameBooom MCP For Unity

The Most Advanced MCP Server for Unity Editor

Unity 6000.0+ License: MIT MCP Compatible Editor Only

δΈ­ζ–‡ | English

The Most Advanced MCP Server for Unity


GameBooom MCP For Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.

Describe your game in one sentence β€” your AI assistant builds it in Unity through GameBooom MCP For Unity's 77 built-in tools for scene creation, script generation, runtime validation, input simulation, and editor automation.

"Build a snake game with a 10x10 grid, food spawning, score UI, and game-over screen"

Your AI assistant handles it through GameBooom MCP For Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic β€” all from a single prompt.

Why This Project

  • execute_code First β€” The package is optimized around one high-flexibility C# execution tool for rich editor/runtime orchestration when many small tools would be noisy
  • Play Mode Automation β€” Enter play mode, simulate keyboard/mouse input, capture screenshots, inspect logs, and validate behavior from the same MCP session
  • Project Context Built In β€” Exposes live resources for project state, active scene, selection, compilation, console output, and MCP interaction history
  • Focused by Default, Full When Needed β€” core exposes a compact high-signal toolset; full exposes all 77 tools
  • Single Unity Package β€” No extra approval UI, no external daemon to click through, and no Python requirement for the Unity-side plugin itself
  • Extensible β€” Add custom tools with attribute-based discovery, or connect Unity to external MCP services when needed

Highlights

  • 77 Built-in Tools β€” Scene editing, assets, scripts, play mode control, screenshots, prompts, resources, and editor automation across 18 modules
  • Resources & Prompts β€” Live project context, scene/selection/error resources, resource templates, and reusable workflow prompts
  • Input Simulation + Screenshots β€” Drive play mode with keyboard/mouse simulation and verify results with game/scene captures
  • MCP Server + MCP Client β€” Expose Unity to external AI clients and connect Unity to external MCP servers when needed
  • Vendor Agnostic β€” Works with any AI client that supports MCP: Claude Code, Cursor, Windsurf, Codex, VS Code Copilot, etc.

Before You Start

  • This package is Editor-only. It does not add runtime components to your built game.
  • The MCP server listens on http://127.0.0.1:8765/ by default.
  • The package defaults to the core MCP tool profile to reduce tool-list noise for AI clients. core currently exposes 17 high-signal tools centered on execute_code, play mode control, input simulation, screenshots, logs, and compilation checks. Switch to full in the MCP Server window if you want all 77 tools exposed.
  • All exposed MCP tools run directly. There is no extra approval toggle.

Quick Start

1. Install via UPM (Git URL)

In Unity, go to Window β†’ Package Manager β†’ + β†’ Add package from git URL:

https://github.com/FunseaAI/unity-mcp.git
Alternative: Install via OpenUPM
openupm add com.gamebooom.unity.mcp

2. Start the MCP Server

Menu: GameBooom β†’ MCP Server to start the server.

The server runs on http://127.0.0.1:8765/ by default.

3. Configure Your AI Client

Claude Code / Claude Desktop
{
  "mcpServers": {
    "gamebooom": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Cursor
{
  "mcpServers": {
    "gamebooom": {
      "url": "http://127.0.0.1:8765/"
    }
  }
}
VS Code
{
  "servers": {
    "gamebooom": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Trae
{
  "mcpServers": {
    "gamebooom": {
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Kiro
{
  "mcpServers": {
    "gamebooom": {
      "type": "http",
      "url": "http://127.0.0.1:8765/"
    }
  }
}
Codex
[mcp_servers.gamebooom]
url = "http://127.0.0.1:8765/"
Windsurf

Use the same JSON structure as Cursor unless your local Windsurf version requires a different MCP config format.

4. Verify the Connection

Open your AI client and try a few safe requests first:

  • "Call get_scene_info and tell me what scene is open."
  • "Read unity://project/context and summarize the current editor state."
  • "Use execute_code to return the active scene name."

If those work, the MCP server, resources, and primary execution tool are connected correctly.

5. Start Building

Open your AI client and try: "Create a 3D platformer level with 5 floating platforms"

Comparison With Coplay

The table below compares this repository with the publicly documented behavior of Coplay's open-source unity-mcp repository on GitHub.

Area GameBooom MCP For Unity Coplay unity-mcp
Unity-side architecture Embedded Unity Editor package with built-in HTTP MCP server Unity bridge plus local Python MCP server
Extra local prerequisites Unity package only for core workflows Unity + Python 3.10+ + uv according to the public quick start
Primary workflow style execute_code first, then focused helper tools Broad manage_* tool families exposed through the bridge
Default tool exposure Compact core profile with optional full expansion Public docs emphasize a broad always-available tool surface
Built-in context model Project resources, resource templates, workflow prompts, interaction history Public README emphasizes tool families and bridge/server workflow
Play mode validation Built-in play mode control, screenshots, logs, and input simulation in the package Public README emphasizes broad Unity management and automation tools
Positioning Lightweight, direct, MIT-licensed Unity MCP server for AI-driven editor control Full-featured Unity bridge maintained by Coplay with Python-backed server setup

Source for Coplay column: CoplayDev/unity-mcp

MCP Capabilities

The current open-source package exposes four high-value capability layers:

  • Tools β€” 77 total tools in full, 17 focused tools in core
  • Primary execution β€” execute_code for rich editor/runtime orchestration
  • Prompts β€” workflow prompts like fix_compile_errors, runtime_validation, and create_playable_prototype
  • Resources β€” project context, scene summaries, selection state, compile errors, console errors, MCP interaction history, plus resource templates for scene objects, components, and asset paths

Built-in Tools

GameBooom MCP For Unity currently ships with 77 tool functions across 18 modules:

Category Tools
GameObject create_primitive, create_game_object, delete_game_object, find_game_objects, get_game_object_info, set_transform, duplicate_game_object, rename_game_object, set_parent, add_component, set_tag_and_layer, set_active
Hierarchy get_hierarchy
Components get_component_properties, list_components, set_component_property, set_component_properties
Scripts create_script, edit_script, patch_script
Assets create_material, assign_material, find_assets, delete_asset, rename_asset, copy_asset
Files read_file, write_file, search_files, list_directory, exists
Scene get_scene_info, list_scenes, save_scene, open_scene, create_new_scene, enter_play_mode, exit_play_mode, set_time_scale, get_time_scale
Prefabs create_prefab, instantiate_prefab, unpack_prefab
UI create_canvas, create_button, create_text, create_image
Animation create_animation_clip, create_animator_controller, assign_animator
Camera get_camera_properties, set_camera_projection, set_camera_settings, set_camera_culling_mask
Screenshot capture_game_view, capture_scene_view
Script Execution execute_code
Input Simulation simulate_key_press, simulate_key_combo, simulate_mouse_click, simulate_mouse_drag
Packages install_package, remove_package, list_packages
Compilation wait_for_compilation, request_recompile, get_compilation_errors, get_reload_recovery_status
Visual Feedback select_object, focus_on_object, ping_asset, log_message, show_dialog, get_console_logs

Adding Custom Tools

Create your own tools with simple attribute annotations:

using System.ComponentModel;

[ToolProvider("MyTools")]
public static class MyCustomTools
{
    [Description("Spawns enemies at random positions in the scene")]
    public static string SpawnEnemies(
        [ToolParam("Number of enemies to spawn", Required = true)] int count,
        [ToolParam("Prefab path in Assets")] string prefabPath)
    {
        // Your implementation here
        return $"Spawned {count} enemies";
    }
}

Methods are automatically discovered, converted to snake_case (spawn_enemies), and exposed via MCP with JSON Schema definitions.

Architecture

MCP Server (HTTP JSON-RPC 2.0)
    └─ MCPRequestHandler (protocol handling)
        └─ MCPExecutionBridge
            └─ FunctionInvokerController (reflection-based invocation)
                └─ Tool Functions (77 built-in tools across 18 modules)
External AI Client β†’ HTTP Request β†’ MCPRequestHandler β†’ MCPExecutionBridge β†’ FunctionInvokerController β†’ tool method

Requirements

  • Unity 2022.3 or later
  • .NET / Mono with Newtonsoft.Json

Contributing

Contributions are welcome! Please read the Contributing Guide before submitting a PR.

License

MIT β€” Free to use, modify, distribute, and integrate into commercial or open-source projects.

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