
Description
Claude Code or Cursor can write your Unity scripts, but they can't see the scene. Placing objects, adding components, building prefabs and tweaking materials is still you clicking in the editor, and whether the new code works is still you testing by hand.
Unity MCP bridges Unity and your AI. Install the plugin and the AI can call 70+ editor tools directly: search assets, create folders, instantiate prefabs, add or remove components, edit scenes and install UPM packages. Say "create 3 cubes in a circle with radius 2" and watch it happen in the scene. It can also run tests, read errors and keep fixing, closing the develop-and-test loop.
It isn't limited to the editor: the plugin also runs inside your compiled game, so an LLM can drive NPC behavior or help debug at runtime. It works with Claude Code, Claude Desktop, Codex, Copilot, Cursor, Windsurf and any other MCP client, is free and open source (Apache-2.0), and has over four thousand GitHub stars.
70+ built-in tools: assets, prefabs, materials, shaders, package management, scene hierarchy, GameObjects and components, ready right after install.
Auto-generated skills: AI skills tailored to your OS, Unity version and project plugins, generated with one click in the AI Game Developer window, where MCP can also be configured in one click.
Code and tests: the AI writes gameplay code, runs tests, reads errors and fixes them.
In-game runtime: bring LLMs into your compiled game for dynamic NPCs or live debugging.
One line to a tool: any C# method in your project becomes an MCP tool with a single attribute.
Quick CLI setup: unity-mcp-cli installs the plugin, signs in, opens the project and auto-connects; deploy locally over stdio or remotely over http.
Unity MCP bridges Unity and your AI. Install the plugin and the AI can call 70+ editor tools directly: search assets, create folders, instantiate prefabs, add or remove components, edit scenes and install UPM packages. Say "create 3 cubes in a circle with radius 2" and watch it happen in the scene. It can also run tests, read errors and keep fixing, closing the develop-and-test loop.
It isn't limited to the editor: the plugin also runs inside your compiled game, so an LLM can drive NPC behavior or help debug at runtime. It works with Claude Code, Claude Desktop, Codex, Copilot, Cursor, Windsurf and any other MCP client, is free and open source (Apache-2.0), and has over four thousand GitHub stars.
Features
70+ built-in tools: assets, prefabs, materials, shaders, package management, scene hierarchy, GameObjects and components, ready right after install.
Auto-generated skills: AI skills tailored to your OS, Unity version and project plugins, generated with one click in the AI Game Developer window, where MCP can also be configured in one click.
Code and tests: the AI writes gameplay code, runs tests, reads errors and fixes them.
In-game runtime: bring LLMs into your compiled game for dynamic NPCs or live debugging.
One line to a tool: any C# method in your project becomes an MCP tool with a single attribute.
Quick CLI setup: unity-mcp-cli installs the plugin, signs in, opens the project and auto-connects; deploy locally over stdio or remotely over http.

