Unity Indexer
FreeNot checkedIndexes Unity projects into a SQLite database and exposes 23 MCP tools for Claude to explore scenes, prefabs, scripts, and assets via structured queries.
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Indexes Unity projects into a SQLite database and exposes 23 MCP tools for Claude to explore scenes, prefabs, scripts, and assets via structured queries.
README
unity-indexer
Token-efficient Unity project explorer for Claude Code
unity-indexer indexes a Unity project — scenes, prefabs, C# scripts, and assets — into a SQLite database and exposes 23 MCP tools so Claude can explore the project via structured queries. Instead of reading raw .unity, .prefab, and .asset files (Unity's non-standard YAML with GUIDs), Claude calls purpose-built tools that return exactly what's needed.
Distributed as a Claude Code plugin via GitHub with automatic MCP server registration on install.
⚡ Quick Start
/plugin marketplace add Mbogdan95/unity-indexer
/plugin install unity-indexer@unity-indexer
[!TIP] MCP server auto-registers on install. Tools are available in the next session.
🏗️ How it works
Architecture
┌───────────────────────────────────────────┐
│ Claude Code (MCP client) │
└─────────────────────┬─────────────────────┘
│ 23 MCP tool calls
┌─────────────────────▼─────────────────────┐
│ MCP Server │
└─────────────────────┬─────────────────────┘
│ SQL + graph queries
┌─────────────────────▼─────────────────────┐
│ Index Store │
│ │
│ SQLite Graphology │
│ ├─ files (in-memory) │
│ ├─ game_objects ├─ INHERITS │
│ ├─ components ├─ IMPLEMENTS │
│ ├─ scripts ├─ CALLS │
│ ├─ script_members ├─ SUBSCRIBES_TO │
│ ├─ guids └─ USES │
│ ├─ references │
│ └─ graph_edges ──────▶ loaded on start │
└─────────────────────┬─────────────────────┘
│ parse & upsert
┌─────────────────────▼─────────────────────┐
│ Parser Pipeline │
│ │
│ .meta ──▶ GUID registry │
│ .cs ──▶ tree-sitter AST │
│ .unity ──▶ scene hierarchy │
│ .prefab ──▶ prefab tree │
│ .asset ──▶ ScriptableObject fields │
│ .asmdef ──▶ assembly dependencies │
└─────────────────────┬─────────────────────┘
│ file events
┌─────────────────────▼─────────────────────┐
│ File Watcher (chokidar) │
│ Assets/ · 500 ms debounce │
└───────────────────────────────────────────┘
Indexing pipeline
On first run, unity-indexer walks Assets/ and indexes files in four phases:
| Phase | Files | Why first |
|---|---|---|
| 1 — Meta | .meta |
Builds the GUID → file path registry. Every subsequent parser needs this to resolve asset references. |
| 2 — Scripts | .cs |
Populates the class registry. Scene/prefab parsers need class names to resolve component script GUIDs. |
| 3 — Scenes & Prefabs | .unity, .prefab |
Resolves GUIDs to class names using phases 1 & 2. Builds the full GameObject hierarchy. |
| 4 — Assets & AsmDefs | .asset, .asmdef |
ScriptableObject data and assembly dependency graph. |
Each file passes a two-stage guard before parsing: mtime check (fast — skips unchanged files) then SHA-256 content hash (catches content changes with no mtime update). Only changed files are re-parsed.
C# parsing
Scripts are parsed with tree-sitter (C# WASM grammar — no external toolchain). The parser extracts:
- Class name, namespace, base class, interfaces
- Members: fields, methods, properties, events — with access modifiers, return types, parameters, attributes, and exact line numbers
- Unity-specific flags:
MonoBehaviour,ScriptableObject,Editorsubclass detection - Relationships: what this class calls, inherits, implements, uses, or subscribes to
Method bodies are not stored. Tools return file_path + start_line/end_line per member — fetch bodies on demand with Read.
Code graph
C# class relationships are stored as a directed graph (graphology) with five edge types:
| Edge | Meaning |
|---|---|
INHERITS |
Class extends another class |
IMPLEMENTS |
Class implements an interface |
CALLS |
Method calls a method on another class |
SUBSCRIBES_TO |
Event subscription (+=) |
USES |
Field/property reference to another type |
Graph tools (trace_dependencies, find_path, detect_cycles, etc.) load this graph in-memory from graph_edges in SQLite and run graphology algorithms over it.
Incremental updates
The file watcher monitors Assets/ (not Packages/ — rarely changes). Changes batch with a 500 ms debounce to avoid thrashing on large saves. When more than 50 files change within 2 seconds (e.g. a git checkout), the indexer switches to bulk mode and reindexes all affected files.
Importance scoring & summaries
Every file and GameObject gets a float importance_score [0, 1] from:
- Incoming reference count (how many other files reference it)
- Presence of custom scripts
- Change frequency
- Hierarchy depth (for GameObjects)
Scores rank results — high-importance items surface first.
Pre-computed one-line summaries (component_summary, api_summary, subtree_summary) are stored alongside structured data. Most tools return summaries by default; drill-down calls fetch full detail on demand.
SQLite schema (key tables)
| Table | Contents |
|---|---|
files |
Every indexed file with type, hash, mtime, importance score |
guids |
GUID → file path mapping from .meta files |
game_objects |
GameObject hierarchy with component summary + subtree summary |
components |
Component type, script GUID, serialized fields (default values stripped) |
scripts |
C# class metadata: namespace, base class, interfaces, assembly |
script_members |
Fields, methods, properties with signatures and line numbers |
references |
GUID-based cross-file references (scene/prefab → script/asset) |
graph_edges |
Code relationship graph (INHERITS, CALLS, USES, etc.) |
change_log |
Timestamped file change history |
assemblies |
.asmdef data with dependency graph |
🔧 Available Tools
🎬 Scene & Prefab — 4 tools
| Tool | Description |
|---|---|
get_scene_hierarchy |
GameObject tree for a scene or prefab. Start here when orienting in an unfamiliar scene. |
get_prefab_structure |
GameObject hierarchy for a prefab file. |
get_game_object |
Full details (components, children) for a specific GameObject. |
get_component |
A specific component on a named GameObject. |
📜 Scripts (C#) — 4 tools
| Tool | Description |
|---|---|
list_scripts |
List C# classes, filterable by namespace, base class, assembly, or MonoBehaviour. |
get_script_detail |
Members with signatures and line numbers, plus callers/callees/implementors. Returns file_path for use with Read. |
batch_get_script_detail |
Same as get_script_detail for multiple classes in one call. |
get_script_member |
Details for a single member of a C# class. |
🔗 References & Dependencies — 3 tools
| Tool | Description |
|---|---|
find_references |
All files and code that reference a GUID or class name — scene/prefab usage and code callers. |
find_dependencies |
Outgoing references from a file, class, or GUID. |
resolve_guid |
Resolve a Unity GUID to a file path and asset type. |
🕸️ Graph — 7 tools
| Tool | Description |
|---|---|
trace_dependencies |
Transitive dependency chain from a class. |
trace_dependents |
Everything that depends on a class (impact analysis). |
find_path |
Shortest relationship path between two nodes. |
get_subgraph |
Local neighborhood of a node. |
detect_cycles |
Find circular dependencies in a namespace or assembly. |
get_graph_stats |
Graph metrics: node counts, edge counts, density. |
find_implementors |
All classes implementing a given interface. |
🔍 Search & Assets — 5 tools
| Tool | Description |
|---|---|
search |
Search files, GameObjects, or scripts by name. |
find_components |
All GameObjects that have a specific component type attached. |
list_assets |
Unity .asset files, optionally filtered by type name. |
recent_changes |
Files changed recently. Pass an ISO 8601 timestamp to filter. |
find_unused |
Find scripts, assets, or scenes with no incoming references — a starting point for cleanup. Supports asset_type filter (script, scene, prefab, asset) and min_days_old. |
📁 Multiple projects
When multiple projects are indexed, pass project: "<name>" to scope any tool call. The name is the directory name of the Unity project root.
project: "MyGame"
Omit it when only one project is indexed.
🛠️ Development
Node.js >= 20.17.0 required.
npm run build # compile TypeScript
npm run test # run tests (vitest)
npm run typecheck # type-check without emitting
npm run lint # eslint
npm run ci # typecheck + lint + format-check + test + build
📄 License
Install Unity Indexer in Claude Desktop, Claude Code & Cursor
unyly install unity-indexerInstalls 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-indexer -- npx -y github:Mbogdan95/unity-indexerFAQ
Is Unity Indexer MCP free?
Yes, Unity Indexer MCP is free — one-click install via Unyly at no cost.
Does Unity Indexer need an API key?
No, Unity Indexer runs without API keys or environment variables.
Is Unity Indexer hosted or self-hosted?
Self-hosted: the server runs locally on your machine via the install command above.
How do I install Unity Indexer in Claude Desktop, Claude Code or Cursor?
Open Unity Indexer 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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