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Unity Asset Reference

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Indexes Unity project assets into a SQLite reference graph and provides an MCP server for querying asset dependencies, references, unused assets, and broken ref

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Indexes Unity project assets into a SQLite reference graph and provides an MCP server for querying asset dependencies, references, unused assets, and broken references.

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Index a Unity project's assets into a reusable SQLite reference graph, then query it three ways: a CLI, an MCP server (for Claude and other agents), and a local web viewer. Unity-only.

  • Impact analysis — "what references this material?" before you change it
  • Unused-asset detection — orphans nothing loads (Addressables-aware)
  • Dependency tracing — the full closure a scene/prefab pulls in
  • Broken-reference detection — refs to deleted/missing assets
  • Reusable artifact — a plain .sqlite any tool can open; no lock-in

It reads Unity's own serialization (.meta GUIDs + YAML {fileID, guid} refs), so the graph is exact — no heuristics, no AST. Requires Asset Serialization: Force Text (Unity's default for version control).

Requirements

  • Node.js ≥ 20
  • A Unity project using Force Text serialization
  • better-sqlite3 builds via prebuilt binaries during install (native module)

Install

npm install -g unity-asset-reference-mcp

This puts three commands on your PATH:

Command What
unity-asset-reference-mcp-index the CLI indexer
unity-asset-reference-mcp the MCP server
unity-asset-reference-mcp-web the web viewer

Without a global install (npx): the MCP server's bin name matches the package, so npx -y unity-asset-reference-mcp … works directly. For the other two bins, name the package with -p:

npx -y unity-asset-reference-mcp --project /path/to/UnityProject          # MCP server
npx -y -p unity-asset-reference-mcp unity-asset-reference-mcp-index index /path   # indexer
npx -y -p unity-asset-reference-mcp unity-asset-reference-mcp-web --db <index.db> # viewer

1. Index a project

Builds <project>/.asset-memory/index.db.

unity-asset-reference-mcp-index index /path/to/UnityProject --force

Add this to your Unity project's .gitignore — ignore the live index, but commit the config and (optional) shared snapshot:

# unity-asset-reference-mcp: ignore the live index, keep config + shared snapshot
.asset-memory/index.db
.asset-memory/index.db-*
.asset-memory/*.building-*
.asset-memory/verify.json
.asset-memory/verify-report.json

2. Verify parser accuracy (optional)

Verification is a manual accuracy check. Install the Unity Editor exporter separately through Unity Package Manager, keeping the Node tool and Unity integration independently installable:

https://github.com/JVinceW/uasset-reference-memory-mcp.git?path=/unity/com.jvincew.assetreferencememory#<release-tag>

In Unity, run Tools > Asset Reference Memory > Export Verification. It writes <project>/.asset-memory/verify.json. Compare that export with the index through the CLI:

unity-asset-reference-mcp-index verify-index /path/to/UnityProject \
  --verify /path/to/UnityProject/.asset-memory/verify.json

The command exits successfully when differences are found. It prints a bounded summary and writes every missed/extra edge to <project>/.asset-memory/verify-report.json. MCP clients use verify_index(verifyJsonPath) and receive the same summary plus the report path.

3. MCP server (works with any MCP client)

This is a standard stdio MCP server — it works with any MCP-compatible host: Claude Code/Desktop, Cursor, Windsurf, Cline, VS Code (Copilot agent), Zed, and others. Nothing is Claude-specific; only where you put the config differs.

Generic config (Claude Desktop, Cursor, Windsurf, Cline, and most hosts use this mcpServers shape):

{
  "mcpServers": {
    "unity-asset-graph": {
      "command": "npx",
      "args": ["-y", "unity-asset-reference-mcp", "--project", "/path/to/UnityProject"]
    }
  }
}

Where that config lives, per host:

Host Config location
Claude Code claude mcp add unity-asset-graph -- npx -y unity-asset-reference-mcp --project /path/to/UnityProject (or .mcp.json in the project)
Claude Desktop claude_desktop_config.json
Cursor .cursor/mcp.json (project) or ~/.cursor/mcp.json (global)
Windsurf ~/.codeium/windsurf/mcp_config.json
Cline cline_mcp_settings.json
VS Code (Copilot) .vscode/mcp.json — uses the key servers instead of mcpServers

Prerequisites: Node ≥ 20 on PATH (for npx), and a Unity project on Force Text serialization. You do not need to pre-index — call the index_project tool once from the agent and it builds <project>/.asset-memory/index.db; the read tools return a clear no-index error until you do.

Tools exposed: index_project, index_status, get_dependencies, find_references, find_unused_assets, trace_path, search_assets, get_overview.

3. Web viewer

# server flavor — serves the viewer + a JSON API over the index
unity-asset-reference-mcp-web --db /path/to/UnityProject/.asset-memory/index.db
# open http://localhost:7777

There is also a static flavor: open dist/web/public/viewer.html in a browser and pick a .db — it runs the same queries entirely in-browser (WASM SQLite), no server. Both share one query layer.

Team sharing (snapshots)

Instead of every teammate re-indexing from scratch, commit a compressed snapshot and let them restore it — the same idea as codebase-memory's .codebase-memory/.

# after indexing, export a shareable snapshot (or pass --snapshot to `index`)
unity-asset-reference-mcp-index snapshot /path/to/UnityProject
# -> .asset-memory/index.db.br  (brotli, ~85% smaller) + artifact.json + .gitattributes

# a teammate who clones + pulls restores the live index with no re-index:
unity-asset-reference-mcp-index restore /path/to/UnityProject

The MCP server and web viewer auto-restore from a snapshot on first use if the live index is missing, so a fresh clone "just works". Commit these:

.asset-memory/config.json       # per-project settings (below)
.asset-memory/index.db.br       # compressed shared index
.asset-memory/artifact.json     # snapshot metadata (schema, commit, counts)
.asset-memory/.gitattributes    # marks the blob binary + merge=ours

artifact.json records the git commit and counts the snapshot was built at, so you can tell when it's stale and re-run index --snapshot.

Configuration

Optional per-project .asset-memory/config.json (see docs/product/configuration.md):

{
  "unused": { "addressableRoots": "auto" },
  "scan":   { "ignore": ["**/ThirdParty/**", "*.bak"], "ignoreDefaults": true }
}
  • unused.addressableRoots (auto|on|off) — count Addressable entries as roots for unused detection (query-time; auto = on if the project uses Addressables). Overridable per call.
  • scan.ignore / scan.ignoreDefaults — extra ignore globs (index-time).

The SQLite artifact

Open .asset-memory/index.db with any SQLite tool. Core tables: assets (nodes), edges (references), unresolved_refs (broken refs), addressable_entries, index_meta. Schema: docs/product/asset-graph-model.md.

Known limitations

  • Code-based refs not tracked: Resources.Load("path") and hard-coded Addressable address strings in C# aren't scanned yet, so find_unused output is candidates — verify against your loading code.
  • Asset-level granularity: edges are asset→asset (not per-GameObject/fileID).
  • Incremental re-index is by mtime; use --force for a fully consistent rebuild.

Development

npm install
npm test        # vitest
npm run build   # tsc + copy web assets to dist/

This repo also uses an internal agent Harness for development process (see docs/HARNESS.md); it is not part of the shipped package.

License

MIT — see LICENSE.

from github.com/JVinceW/uasset-reference-memory-mcp

Install Unity Asset Reference in Claude Desktop, Claude Code & Cursor

Recommended · one command, every IDE
unyly install unity-asset-reference-mcp

Installs into Claude Desktop, Claude Code, Cursor & VS Code — handles npx, uvx and build-from-source repos for you.

First time? Get the CLI: curl -fsSL https://unyly.org/install | sh

Or configure manually

Run in your terminal:

claude mcp add unity-asset-reference-mcp -- npx -y unity-asset-reference-mcp

FAQ

Is Unity Asset Reference MCP free?

Yes, Unity Asset Reference MCP is free — one-click install via Unyly at no cost.

Does Unity Asset Reference need an API key?

No, Unity Asset Reference runs without API keys or environment variables.

Is Unity Asset Reference hosted or self-hosted?

Self-hosted: the server runs locally on your machine via the install command above.

How do I install Unity Asset Reference in Claude Desktop, Claude Code or Cursor?

Open Unity Asset Reference on unyly.org, pick your client tab (Claude Desktop, Claude Code, Cursor) and press Install — the config is generated automatically, no JSON editing.

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