Unity-MCP Operator Guide
This skill helps you effectively use the Unity Editor with MCP tools and resources.
Template Notice
Examples in references/workflows.md and references/tools-reference.md are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.
Before applying a template:
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Validate targets/components first via resources and find_gameobjects .
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Treat names, enum values, and property payloads as placeholders to adapt.
Quick Start: Resource-First Workflow
Always read relevant resources before using tools. This prevents errors and provides the necessary context.
- Check editor state → mcpforunity://editor/state
- Understand the scene → mcpforunity://scene/gameobject-api
- Find what you need → find_gameobjects or resources
- Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
- Verify results → read_console, manage_camera(action="screenshot"), resources
Critical Best Practices
- After Writing/Editing Scripts: Wait for Compilation and Check Console
After create_script or script_apply_edits:
Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically.
No need to call refresh_unity — just wait for compilation to finish, then check console.
1. Poll editor state until compilation completes
Read mcpforunity://editor/state → wait until is_compiling == false
2. Check for compilation errors
read_console(types=["error"], count=10, include_stacktrace=True)
Why: Unity must compile scripts before they're usable. create_script and script_apply_edits already trigger import and compilation automatically — calling refresh_unity afterward is redundant.
- Use batch_execute for Multiple Operations
10-100x faster than sequential calls
batch_execute( commands=[ {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}}, {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}}, {"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}} ], parallel=True # Hint only: Unity may still execute sequentially )
Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100). Use fail_fast=True for dependent operations.
Tip: Also use batch_execute for discovery — batch multiple find_gameobjects calls instead of calling them one at a time:
batch_execute(commands=[ {"tool": "find_gameobjects", "params": {"search_term": "Camera", "search_method": "by_component"}}, {"tool": "find_gameobjects", "params": {"search_term": "Player", "search_method": "by_tag"}}, {"tool": "find_gameobjects", "params": {"search_term": "GameManager", "search_method": "by_name"}} ])
- Use Screenshots to Verify Visual Results
Basic screenshot (saves to Assets/, returns file path only)
manage_camera(action="screenshot")
Inline screenshot (returns base64 PNG directly to the AI)
manage_camera(action="screenshot", include_image=True)
Use a specific camera and cap resolution for smaller payloads
manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
Batch surround: captures front/back/left/right/top/bird_eye around the scene
manage_camera(action="screenshot", batch="surround", max_resolution=256)
Batch surround centered on a specific object
manage_camera(action="screenshot", batch="surround", view_target="Player", max_resolution=256)
Positioned screenshot: place a temp camera and capture in one call
manage_camera(action="screenshot", view_target="Player", view_position=[0, 10, -10], max_resolution=512)
Scene View screenshot: capture what the developer sees in the editor
manage_camera(action="screenshot", capture_source="scene_view", include_image=True)
Scene View framed on a specific object
manage_camera(action="screenshot", capture_source="scene_view", view_target="Canvas", include_image=True)
Best practices for AI scene understanding:
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Use include_image=True when you need to see the scene, not just save a file.
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Use batch="surround" for a comprehensive overview (6 angles, one command).
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Use view_target /view_position to capture from a specific viewpoint without needing a scene camera.
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Use capture_source="scene_view" to see the editor viewport (gizmos, wireframes, grid).
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Keep max_resolution at 256–512 to balance quality vs. token cost.
Agentic camera loop: point, shoot, analyze
manage_gameobject(action="look_at", target="MainCamera", look_at_target="Player") manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
→ Analyze image, decide next action
Multi-view screenshot (6-angle contact sheet)
manage_camera(action="screenshot_multiview", max_resolution=480)
Scene View for editor-level inspection (shows gizmos, debug overlays, etc.)
manage_camera(action="screenshot", capture_source="scene_view", view_target="Player", include_image=True)
- Check Console After Major Changes
read_console( action="get", types=["error", "warning"], # Focus on problems count=10, format="detailed" )
- Always Check editor_state Before Complex Operations
Read mcpforunity://editor/state to check:
- is_compiling: Wait if true
- is_domain_reload_pending: Wait if true
- ready_for_tools: Only proceed if true
- blocking_reasons: Why tools might fail
Parameter Type Conventions
These are common patterns, not strict guarantees. manage_components.set_property payload shapes can vary by component/property; if a template fails, inspect the component resource payload and adjust.
Vectors (position, rotation, scale, color)
Both forms accepted:
position=[1.0, 2.0, 3.0] # List position="[1.0, 2.0, 3.0]" # JSON string
Booleans
Both forms accepted:
include_inactive=True # Boolean include_inactive="true" # String
Colors
Auto-detected format:
color=[255, 0, 0, 255] # 0-255 range color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
Paths
Assets-relative (default):
path="Assets/Scripts/MyScript.cs"
URI forms:
uri="mcpforunity://path/Assets/Scripts/MyScript.cs" uri="file:///full/path/to/file.cs"
Core Tool Categories
Category Key Tools Use For
Scene manage_scene , find_gameobjects
Scene operations, finding objects
Objects manage_gameobject , manage_components
Creating/modifying GameObjects
Scripts create_script , script_apply_edits , validate_script
C# code management (auto-refreshes on create/edit)
Assets manage_asset , manage_prefabs
Asset operations. Prefab instantiation is done via manage_gameobject(action="create", prefab_path="...") , not manage_prefabs .
Editor manage_editor , execute_menu_item , read_console
Editor control, package deployment (deploy_package /restore_package actions)
Testing run_tests , get_test_job
Unity Test Framework
Batch batch_execute
Parallel/bulk operations
Camera manage_camera
Camera management (Unity Camera + Cinemachine). Tier 1 (always available): create, target, lens, priority, list, screenshot. Tier 2 (requires com.unity.cinemachine ): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: mcpforunity://scene/cameras . Use ping to check Cinemachine availability. See tools-reference.md.
Graphics manage_graphics
Rendering and post-processing management. 33 actions across 5 groups: Volume (create/configure volumes and effects, URP/HDRP), Bake (lightmaps, light probes, reflection probes, Edit mode only), Stats (draw calls, batches, memory), Pipeline (quality levels, pipeline settings), Features (URP renderer features: add, remove, toggle, reorder). Resources: mcpforunity://scene/volumes , mcpforunity://rendering/stats , mcpforunity://pipeline/renderer-features . Use ping to check pipeline status. See tools-reference.md.
Packages manage_packages
Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (force=true to override). See tools-reference.md.
ProBuilder manage_probuilder
3D modeling, mesh editing, complex geometry. When com.unity.probuilder is installed, prefer ProBuilder shapes over primitive GameObjects for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See ProBuilder Guide.
UI manage_ui , batch_execute with manage_gameobject
- manage_components
UI Toolkit: Use manage_ui to create UXML/USS files, attach UIDocument, inspect visual trees. uGUI (Canvas): Use batch_execute for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. Read mcpforunity://project/info first to detect uGUI/TMP/Input System/UI Toolkit availability. (see UI workflows)
Common Workflows
Creating a New Script and Using It
1. Create the script (automatically triggers import + compilation)
create_script( path="Assets/Scripts/PlayerController.cs", contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}" )
2. Wait for compilation to finish
Read mcpforunity://editor/state → wait until is_compiling == false
3. Check for compilation errors
read_console(types=["error"], count=10)
4. Only then attach to GameObject
manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
Finding and Modifying GameObjects
1. Find by name/tag/component (returns IDs only)
result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50)
2. Get full data via resource
mcpforunity://scene/gameobject/{instance_id}
3. Modify using the ID
manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
Running and Monitoring Tests
1. Start test run (async)
result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"]) job_id = result["job_id"]
2. Poll for completion
result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
Pagination Pattern
Large queries return paginated results. Always follow next_cursor :
cursor = 0 all_items = [] while True: result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor) all_items.extend(result["data"]["items"]) if not result["data"].get("next_cursor"): break cursor = result["data"]["next_cursor"]
Multi-Instance Workflow
When multiple Unity Editors are running:
1. List instances via resource: mcpforunity://instances
2. Set active instance
set_active_instance(instance="MyProject@abc123")
3. All subsequent calls route to that instance
Error Recovery
Symptom Cause Solution
Tools return "busy" Compilation in progress Wait, check editor_state
"stale_file" error File changed since SHA Re-fetch SHA with get_sha , retry
Connection lost Domain reload Wait ~5s, reconnect
Commands fail silently Wrong instance Check set_active_instance
Reference Files
For detailed schemas and examples:
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tools-reference.md: Complete tool documentation with all parameters
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resources-reference.md: All available resources and their data
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workflows.md: Extended workflow examples and patterns