
Unity API Documentation
io.github.Codeturion由 GitHub 账号 Codeturion 发布v2.1.1更新于 Oct 24, 2026
Accurate Unity API docs (2022/2023/6) for AI agents. Prevents hallucinated signatures.
概览
一个本地 MCP 服务器,为 AI 助手提供 Unity 2022、2023 和 6 的准确 API 文档,用于核对方法签名、命名空间和弃用信息。
- 可以做什么
- 按关键词搜索 Unity API,覆盖 UnityEngine、UnityEditor 以及 Input System、Addressables、uGUI/TextMeshPro、AI Navigation、Netcode 等包。获取包含全部重载的精确方法签名,以及列出方法、字段和属性的完整类参考。解析某个类型应使用的 using 指令,并检查 API 是否已弃用及其替代方案。所有结果来自本地按版本区分的 SQLite 数据库查询。
- 适用场景
- 适合助手编写或审查 Unity C# 代码时,需要核实确切重载、命名空间或弃用状态,而不是从用法示例中推断。最适合使用 Unity 2022 LTS、2023 或 Unity 6 且依赖内置模块和上述 Unity 包的项目。
- 运行要求
- 以 Python 包形式在本地运行(需 Python 3.10 及以上),可通过 uvx 或 pip 安装,无需安装 Unity。需设置 UNITY_VERSION(如 2022、2023、6 或 6000.3 这类版本流),或设置 UNITY_PROJECT_PATH 从 ProjectSettings/ProjectVersion.txt 自动识别;否则默认使用 Unity 6。首次运行需联网,从网络下载约 20-30 MB 的数据库到用户主目录。
安装
在 SourceWeft 中
- 打开 控制台中的 Unity API Documentation,将其添加到工作区。
- 为需要使用其工具的对话启用该服务。
Desktop only,通过 STDIO。 STDIO 服务会启动本地进程,因此需要 SourceWeft 桌面宿主。
其他 MCP 客户端
参照 仓库 中的启动说明。
README
unity-api-mcp
[PyPI Version] [PyPI Downloads] [MCP Registry] [GitHub Stars] [GitHub Last Commit] [Weekly DB Build] [License: MIT] [Python 3.10+]
MCP server that gives AI agents accurate Unity API documentation. Prevents hallucinated signatures, wrong namespaces, and deprecated API usage.
Supports Unity 6 (one database per minor stream), Unity 2023, and Unity 2022 LTS. Works with Claude Code, Cursor, Windsurf, or any MCP-compatible AI tool. No Unity installation required. See the supported versions. New Unity releases are detected and built automatically every week.
Quick Start
Add to your MCP config (.mcp.json, mcp.json, or your tool's MCP settings), setting UNITY_VERSION to match your project:
Valid values: a Unity 6 stream like "6000.3", or "6", "2023", "2022".
On first run the server downloads the correct database (~20-30 MB) to ~/.unity-api-mcp/.
How It Works
- Version detection. The server figures out which Unity version to serve:
-
Database download. If the database for that version isn't cached locally, it downloads from GitHub. Unity 6 minor streams (
6000.0,6000.3,6000.5, …) get their own per-stream database, falling back to the generic6database when a stream database isn't published. Cached databases are freshness-checked against the release on startup, so weekly rebuilds reach existing installs automatically. -
Serve. All tool calls query the version-specific SQLite database. Every query returns in <15ms.
Each version has its own database with the correct signatures, deprecation warnings, and member lists for that release.
Tools
Coverage
All UnityEngine and UnityEditor modules, plus packages parsed from C# source: Input System, Addressables, uGUI (incl. TextMeshPro on Unity 6), AI Navigation, and Netcode. ~42,500 records per Unity 6 database, ~500 deprecation warnings each.
Full version list: db-v1 release page. CI regenerates that table on every build. New Unity patches are detected and built automatically every Monday.
Does not cover third-party assets (DOTween, VContainer, Newtonsoft.Json). For those, rely on project source.
Benchmarks
Measured, not promised: 25 research questions across 3 testbeds, answered by 3 agent configs, every answer judged against ground truth verified in the source beforehand. The full harness lives in docs/benchmark/ and re-runs with one command.
The one reproduced hallucination is instructive. Asked to list the overloads of SceneManager.LoadSceneAsync, both non-MCP agents invented single-parameter LoadSceneAsync(string) and LoadSceneAsync(int) overloads that do not exist. Code written against them does not compile. The MCP agent returned the exact four real overloads.
Why correctness and not token savings? Agentic tools are good at code search now. Claude Code has shipped a Grep tool from the start, and current models search first and then read a narrow line range, so raw token use was comparable across all configs in our runs. But exact overloads, namespaces, and deprecations are not in your project files at all. An agent without MCP can only infer them from usage examples, and when it infers wrong you pay with a broken build.
Methodology
- 3 testbeds: a real Unity 6 game project (11 questions), pure Unity API lookups (8), and Unity Input System package source with 2,700 to 4,600 line files (6)
- 3 configs, same model and turn limit: MCP tools + Grep/Read, Grep/Read only, Read only
- Ground truth verified by reading the source before any runs; answers judged by a separate model session against that ground truth; token usage taken from API usage fields
- Run it yourself:
python docs/benchmark/run.py --project <unity-project-path>(results from July 2026; agent behavior moves, so re-run before quoting)
CLAUDE.md Snippet
Add this to your project's CLAUDE.md (or equivalent instructions file). This step is important. Without it, the AI has the tools but won't know when to reach for them.
Setup Details
Auto-detect version from project path
Instead of setting UNITY_VERSION, you can point to your Unity project. The server reads ProjectSettings/ProjectVersion.txt automatically:
Alternative installation methods
Using pip install:
Environment variables
Building databases locally
If you want to build a database from your own Unity installation instead of downloading:
Databases are written to ~/.unity-api-mcp/unity_docs_{version}.db by default.
AI-Assisted Setup
If an AI agent is setting this up for you:
Add
unity-api-mcpto my MCP config usinguvxwithUNITY_VERSIONset to match my project, append the CLAUDE.md snippet from the README, and verify withget_namespace("SceneManager").
Project structure
Databases are stored in ~/.unity-api-mcp/ (downloaded on first run).
Troubleshooting
See Also
unreal-api-mcp: same concept for Unreal Engine (C++), with weekly auto-built databases per UE version.
Contact
Need a custom MCP server for your engine or framework? I build MCP tools that cut token waste and prevent hallucinations for AI-assisted game development. If you want something similar for your team's stack, reach out.
License
来源:README.md,提交 3f65d1d
工具
0版本历史
2- v2.1.1最新Oct 12, 2026
- v2.1.0Sep 16, 2026
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