
KitWright Unity MCP
io.github.kitwright由 GitHub 账号 kitwright 发布v1.0.2更新于 Nov 1, 2026
Unity Editor MCP server: execute_code, screenshots, input simulation, play mode automation.
概览
Unity 编辑器 MCP 服务器,让 AI 助手在运行中的 Unity 项目里创建场景、生成脚本、执行 C# 代码、模拟输入并自动化播放模式。
- 可以做什么
- 在编辑器线程上以内存方式执行任意 C# 代码片段,可选自动撤销与结构化日志
- 创建和编辑场景、游戏对象、预制体、组件、材质、着色器、动画、地形、UI 与资源
- 控制播放模式,模拟键盘鼠标输入,截图并对比截图差异
- 检查性能、内存快照、日志、编译错误与编辑器状态,并查询 Unity API 与文档
- 执行菜单项、测试、构建以及包和项目设置修改,并提供可复用工作流提示与实时项目资源
- 适用场景
- 适合希望 AI 客户端直接在打开的 Unity 项目中工作的情况:根据一句话提示搭建原型、生成并修复脚本、验证运行时行为,或自动化重复的编辑器操作。它仅用于编辑器,不会给构建出的游戏添加任何内容。
- 运行要求
- 本地 Unity 2022.3 或更高版本项目,并通过 UPM、OpenUPM 或资源商店安装 KitWright 包及 Newtonsoft JSON 依赖。服务器从 Unity 窗口启动,默认监听本机回环 HTTP 地址,AI 客户端需指向该地址。未声明需要 API 密钥或账号。
安装
在 SourceWeft 中
- 打开 控制台中的 KitWright Unity MCP,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
KitWright MCP for Unity
The Most Advanced MCP Server for Unity Editor
[Unity 2022.3+] [License: MIT] [MCP Compatible] [Editor Only]
中文 | English
[The Most Advanced MCP Server for Unity]
💖 If you find this project useful, please consider giving it a Star. It helps more Unity developers discover it and supports ongoing development.
KitWright MCP for Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, LM Studio, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.
Describe your game in one sentence — your AI assistant builds it in Unity through KitWright MCP for Unity's built-in tools for scene creation, script generation, runtime validation, input simulation, performance analysis, 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 KitWright MCP for Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic — all from a single prompt.
[KitWright MCP for Unity — demo]
Demo — AI searches project prefabs and builds a city scene through MCP tools. Watch HD MP4.
Quick Start
If you just want to get connected fast, do these three things:
- Install the Unity package from the Git URL
- Open
Window > KitWright > MCP Windowand start the server from the Server tab - Use the built-in one-click client configuration
1. Install via UPM (Git URL)
In Unity, go to Window → Package Manager → + → Add package from git URL:
💡 Before you clone or install, a quick ⭐ on GitHub would be greatly appreciated.
Optional: Install via OpenUPM
If you want Unity Package Manager to show registry-backed package version history and allow version selection, install from OpenUPM instead of Git.
Using the OpenUPM CLI:
Or add the scoped registry manually in Packages/manifest.json:
If you installed from a Git URL before, remove the Git dependency first, then install from OpenUPM. Git-installed packages only show the resolved Git version in Unity and do not get the registry-backed Version History list.
Optional: Install from the Unity Asset Store
Importing the Asset Store package shows a This Unity Package has Package Manager dependencies dialog. Choose Install/Upgrade — the package needs com.unity.nuget.newtonsoft-json, and skipping the prompt leaves the project without it, which stops every KitWright script from compiling.
If you already chose Skip, the package offers to install the dependency for you on the next domain reload; you can also add it yourself from Window → Package Manager → + → Add package by name:
2. Start the MCP Server
Menu: Window → KitWright → MCP Window, then start the server from the Server tab.
The server starts on http://127.0.0.1:8765/ by default.
Broker Mode is the default transport. It runs a tiny local broker with Unity's bundled Mono, keeps the same 127.0.0.1 port for MCP clients, requires no client config change, and holds the connection across Unity script recompiles and Play Mode domain reloads. If the broker cannot start, the server falls back to direct in-process HTTP automatically; you can also turn broker mode off in the Server tab to use direct HTTP always.
The window has five tabs: Server, Settings, Skills, Tool Exposure, and Integrations.
Open the Tool Exposure tab if you want to edit the exact tools exposed by core or full.
Open the Settings tab if you need to adjust execute_code safety defaults or plugin debug logging.
3. Configure Your AI Client
Use the built-in One-Click MCP Configuration in the Server tab first.
Select your target client, click Configure, and the package writes the recommended MCP config entry for you.
For Claude Code, Cursor, and Codex, click Configure + Skills to also install the default project MCP workflow skill.
If you want project-specific AI guidance for the current Unity project, open the Skills tab to choose supported platforms and install the default unity-mcp-workflow skill.
If you prefer to edit config files manually, use the examples below as fallback references:
Claude Code / Claude Desktop
Cursor
LM Studio
LM Studio is not one of the one-click targets — its mcp.json location varies by version and platform. Open Program > Install > Edit mcp.json in LM Studio and paste the entry below.
VS Code
Trae
Kiro
Codex
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_infoand tell me what scene is open." - "Read
unity://project/contextand summarize the current editor state." - "Use
execute_codeto 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"
Before You Start
- This package is Editor-only. It does not add runtime components to your built game.
- The MCP server starts on
http://127.0.0.1:8765/by default. - Local MCP server settings are stored in
UserSettings/KitWrightMcpSettings.json. - The package defaults to the
coreMCP tool profile to reduce tool-list noise for AI clients.coreexposes a compact set of high-signal tools centered onexecute_code, play mode control, input simulation, screenshots, performance inspection, logs, compilation checks, structured object location and component editing, editor selection / prefab-stage state, live C# API reflection, Unity documentation lookup, andexecute_menu_itemas a low-friction fallback. Switch tofullin the Server tab if you want every tool exposed. A profile only shortens the tool list for the client; it is not an access control, since any client can switch it withset_tool_profileandexecute_codeis in every profile. Restrict a tool through your client's tool-approval prompt. execute_codesafety checks and the stricter filesystem guard are enabled by default from the Settings tab. The guard blocks obvious destructive snippets, broadSystem.IOwrites, raw file streams, and absolute/user/system/traversal paths. It catches accidents, not intent:safety_checksis a tool argument, so any client that can callexecute_codecan passsafety_checks=falseand skip both the source blocklist and the compiled-assembly guard. It is neither a sandbox nor a security boundary — see SECURITY.md.- Plugin debug logging is off by default and can also be enabled from the Settings tab. Warnings and errors are always written to the Unity Console.
- All exposed MCP tools run directly. There is no extra approval toggle.
- The window checks for updates in the background and shows an Update button in its header when a newer release exists — it can refresh Git installs in place or download and import the latest
unitypackageautomatically.
Why This Project
execute_codeFirst — Optimized around one in-memory C# execution tool for rich editor/runtime orchestration. Seeexecute_code: In-Memory C# Execution below for details.- Default Safety Checks —
execute_codenow has persistent default-on safety toggles, including a stricter filesystem guard for clients that do not expose per-call arguments clearly - Play Mode Automation — Enter play mode, simulate keyboard/mouse input, capture screenshots, inspect logs, and validate behavior from the same MCP session
- Project Context Built In — Exposes live resources for project state, active scene, selection, compilation, console output, and MCP interaction history
- Focused by Default, Full When Needed —
coreexposes a compact high-signal toolset;fullexposes every tool - Single Unity Package — No extra approval UI, no external daemon to click through, and no Python requirement for the Unity-side plugin itself
- Extensible — Add custom tools with attribute-based discovery, or connect Unity to external MCP services when needed
Highlights
- Built-in Tools — Scene editing, assets, scripts, play mode control, screenshots and screenshot diffing, performance analysis, prompts, resources, structured object location, SerializedObject-based component and project-settings editing, animator authoring, compound uGUI controls, editor-state inspection, menu-item fallback, and editor automation across 57 modules. Full list: TOOLS.md
- Structured Returns +
instanceIdChaining — Tools return{success, message, data}JSON with stableinstanceIdfields so agents can chainby_idcalls reliably instead of re-resolving by name IKitWrightCommandforexecute_code— New snippet template with auto-Undo (ctx.RegisterObjectCreation/ctx.RegisterObjectModification/ctx.DestroyObject), structured logs (ctx.Log/LogWarning/LogError), and a tracked changelog returned to the agent- Resources & Prompts — Live project context, scene/selection/error resources, resource templates, and reusable workflow prompts
- Input Simulation + Screenshots — Drive play mode with keyboard/mouse simulation and verify results with game/scene captures
- Built-in Updating — The MCP Window surfaces new releases and either re-pulls the Git package or auto-imports the latest
unitypackage - Integrations Tab — Detects Hot Reload, Memory Profiler, Addressables, Input System, Timeline, URP, and Test Framework, and shows which tools each one unlocks
- One-Click Client Configuration — Write MCP config entries for 19 targets directly from the Unity window: Claude Code, Cursor, VS Code (+ Insiders), Codex, Windsurf, Cline, Kiro, Trae, Rider (+ Junie), Kimi Code, Qwen Code, Antigravity, Kilo Code, OpenCode, GitHub Copilot CLI, CodeBuddy CLI, and Roo Code
- Tool Exposure Control — Edit the exact tools exposed by
coreandfull - Project Skills Manager — Configure project-level skills for supported AI clients, currently installing the default
unity-mcp-workflowskill - MCP Settings — Adjust
execute_codesafety defaults and enable verbose plugin debug logging when troubleshooting MCP connections or tool execution - Vendor Agnostic — Works with any AI client that supports MCP: Claude Code, Cursor, LM Studio, Windsurf, Codex, VS Code Copilot, etc.
execute_code: In-Memory C# Execution
execute_code is the heart of KitWright MCP for Unity. It lets an AI write a C# snippet, compile it through a Roslyn-first in-memory flow, and run it on the editor thread — the agent gets the full Unity Editor and runtime API surface without writing any project files to disk.
- Zero project footprint compilation — Snippets are compiled with Unity's bundled Roslyn csc first while preserving the in-memory compilation/execution flow. No
.csfiles are written underAssets/, no domain reload is triggered, no project state is touched beyond what the snippet itself does. - Editor-ready before it runs — Each call refreshes the AssetDatabase and waits for any pending compilation to settle before compiling the snippet, so external file edits are picked up automatically without a separate
request_recompile. - Auto-Undo + structured logs (recommended template) — Implement
IKitWrightCommandand use the injectedExecutionContextso every created / modified / destroyed object participates in editor Undo, and the changelog is returned to the agent.
The response carries { logs, created, modified, destroyed, returnValue }, so the agent can verify exactly what changed without re-querying the scene.
The legacy template (public static string Run()) is still supported — useful for one-off inspection snippets where structured tracking is overkill.
When to reach for execute_code vs a specialized tool — execute_code shines for multi-step orchestration, novel reads, and situations where chaining 5–10 narrow tool calls would be noisier than one snippet. For single-field component edits, simple selection changes, or anything covered by an existing tool, prefer the dedicated tool — it is cheaper for the LLM to call and easier to verify.
Comparison With Coplay
The table below compares this repository with the publicly documented behavior of Coplay's open-source unity-mcp repository on GitHub (checked against v10.3.0, released 2026-10-04, and the public docs site).
Source for Coplay column: CoplayDev/unity-mcp and its tool reference
Not affiliated with Coplay or Unity. Product details change: the columns above reflect the linked pages on the dates given. If something here is out of date, please open an issue.
Comparison With Unity AI Assistant
The table below compares this repository with Unity Technologies' official com.unity.ai.assistant package (2.18.0-pre.2, released 2026-08-18).
Unity's documentation deprecates the AI Assistant's in-Editor MCP server in favour of the Unity CLI: Replace the Unity MCP server with the Unity CLI.
Comparison With Unity CLI
Unity announced the Unity CLI and the experimental com.unity.pipeline package in July 2026; its unity mcp command serves MCP. The facts below come from Unity's pages: Meet the Unity CLI (2026-07-20) and the technical walkthrough.
MCP Capabilities
The current open-source package exposes four high-value capability layers:
- Tools — every tool in
full, a focused subset incore - Primary execution —
execute_codefor rich editor/runtime orchestration - Prompts — workflow prompts like
fix_compile_errors,runtime_validation, andcreate_playable_prototype - Resources — 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
KitWright MCP for Unity ships 273 tool functions across 57 modules (core profile exposes 53 of them).
📖 Every tool with its description: TOOLS.md.
📊 See PROFILER_TOOLS.md for the full Profiler tool reference, implementation notes, known limitations, and test report.
Adding Custom Tools
Your project can declare its own MCP tools with the same attributes the built-in tools use. Put the class in an Editor assembly — KitWright.Editor is autoReferenced, so no asmdef reference setup is needed:
Public static methods on the class are discovered automatically, converted to snake_case (spawn_enemies), and exposed via MCP with JSON Schema definitions generated from the parameter list. Mark a method [ReadOnlyTool] when it does not modify the scene or project, and clients receive annotations.readOnlyHint for it. A parameter with a C# default (int count = 5) is optional in the schema; one without a default is required unless it says Required = false.
Project-declared tools, including those registered in code with ToolRegistry.Register, are exposed under every profile, including the default core, since writing one is already an explicit opt-in — a custom tool would otherwise be invisible to the profile most clients connect with. They still appear in the Tool Exposure tab, so a profile configured there can turn them off like any built-in tool.
Architecture
Requirements
- Unity 2022.3 or later
com.unity.nuget.newtonsoft-json— pulled in automatically by UPM and OpenUPM installs; Asset Store imports offer it in the Package Manager dependency dialogcom.unity.uguiandcom.unity.test-framework— declared dependencies, already present in a default Unity project
Contributing
Contributions are welcome! Please read the Contributing Guide before submitting a PR.
Security
Found a vulnerability? Report it privately — see the Security Policy.
License
MIT — Free to use, modify, distribute, and integrate into commercial or open-source projects.
The KitWright name and logo are trademarks of the KitWright project and are not covered by the MIT license. You may not use the name or logo to brand derivative works or imply endorsement without prior written permission. All rights to the brand assets (files under Editor/Icons/) are reserved.
来源:README.md,提交 8fd9a9e
工具
0版本历史
3- v1.0.2最新Nov 1, 2026
- v1.0.1Oct 11, 2026
- v1.0.0Sep 16, 2026
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