ProjectM QA
БесплатноНе проверенA Unity Editor command bridge that uses JSON files under .codex/unity-commands for request/response, enabling tools to check Unity status, execute editor comman
Описание
A Unity Editor command bridge that uses JSON files under .codex/unity-commands for request/response, enabling tools to check Unity status, execute editor commands, parse test results, and capture screenshots.
README
NX3 Unity MCP is a Unity Package Manager package that installs a small Unity Editor command bridge and ships a bundled Node MCP server.
The package is intentionally ProjectM-focused. It avoids the long-lived
WebSocket bridge used by general Unity MCP packages and uses request/response
JSON files under .codex/unity-commands.
Install in Unity
Use Unity Package Manager with Add package from git URL....
The URL must include the .git suffix:
https://github.com/chdnl0420-svg/UnityMCP.git
You can also edit Packages/manifest.json directly:
{
"dependencies": {
"com.nx3games.unity-mcp": "https://github.com/chdnl0420-svg/UnityMCP.git"
}
}
For local development, add this folder as a local package:
{
"dependencies": {
"com.nx3games.unity-mcp": "file:D:/Project/UnityMCP"
}
}
Codex MCP Registration
Add a server entry to C:\Users\NX3GAMES\.codex\config.toml.
Adjust the args path to the installed package location.
[mcp_servers.nx3-unity-mcp]
command = "node"
args = ['D:\Project\UnityMCP\Server~\build\index.js']
startup_timeout_sec = 120
[mcp_servers.nx3-unity-mcp.env]
PROJECTM_UNITY_PATH = 'C:\Program Files\Unity\Hub\Editor\2022.3.76f1\Editor\Unity.exe'
PROJECTM_DEFAULT_PROJECT_PATH = 'C:\Project\CLIENT_KSH_ASIA_L\client\ProjectM'
PROJECTM_COMMAND_ROOT = 'C:\Project\CLIENT_KSH_ASIA_L\client\ProjectM\.codex\unity-commands'
Build and Test
cd D:\Project\UnityMCP\Server~
npm install
npm test
npm run build
The generated MCP server entrypoint is:
Server~/build/index.js
Tool Success Criteria
unity_status must return real JSON data, not just a connection signal.
Editor commands must write response JSON with success, command,
elapsedMs, logs, outputs, and error.
unity_enter_play_mode and unity_exit_play_mode must wait for
editor_status to report the requested isPlaying value before returning
success.
unity_click_ui_text must resolve a visible NGUI label to its clickable target
instead of requiring manual dump_ui coordinate transfer.
When a label has no direct clickable target, text-click and dump_ui fallback
to a nearby clickable UI object and mark it with clickResolution=nearest.
dump_ui omits off-screen UI by default to keep QA responses small; pass
includeOffscreen=true when scroll-buffered or hidden coordinates are needed.
unity_wait_ui_text must poll dump_ui until expected text appears or return a
timed-out response with the last observed UI dump.
unity_click_ui_text_and_wait must click a visible label and return the
post-click matched UI text in one response.
unity_run_ui_text_qa_flow must enter PlayMode, wait for initial text, capture
before/after screenshots, click text, wait for expected text, and return every
step in one response.
Test tools parse Unity Test Framework XML and expose failure counts.
Screenshot tools verify that a PNG exists and has non-zero size.
Screenshot responses also report requested dimensions, actual dimensions, and
matchesRequestedSize; set requireRequestedSize=true when dimension mismatch
should fail the tool call.
Code, QA, and UI Tools
Beyond PlayMode/screenshot/click tools, the server exposes code-iteration, QA
inspection, and UI mutation tools. See Documentation~/nx3-unity-mcp.md for the
full list. Highlights:
unity_recompile— recompile scripts (orrefresh=trueto reimport assets), wait for the domain reload to settle, and return compile errors. Use this after editing C# so the next QA step runs against fresh code. Scripts only compile in Edit mode, so exit PlayMode first.unity_compile_status/unity_get_console_logs/unity_clear_console— inspect compilation state and the Editor console for errors and warnings.unity_inspect_object/unity_find_objects/unity_scene_info/unity_get_hierarchy— discover and inspect scene objects for QA.unity_set_active/unity_set_label_text/unity_set_input_text/unity_set_sprite— mutate existing NGUI widgets for UI checks.
New typed tools appear after the MCP server is reconnected. The underlying bridge
commands are usable immediately through unity_execute_editor_command.
Recovery Notes
If Unity does not answer a command, inspect:
<ProjectM>/.codex/unity-commands/requests
<ProjectM>/.codex/unity-commands/responses
<ProjectM>/.codex/unity-commands/processed
%LOCALAPPDATA%/Unity/Editor/Editor.log
Use unity_kill_stale without kill=true first. It reports candidates and
reasons before termination is requested.
Установка ProjectM QA
У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.
▸ github.com/chdnl0420-svg/UnityMCPFAQ
ProjectM QA MCP бесплатный?
Да, ProjectM QA MCP бесплатный — установка в пару кликов через Unyly без оплаты.
Нужен ли API-ключ для ProjectM QA?
Нет, ProjectM QA работает без API-ключей и переменных окружения.
ProjectM QA — hosted или self-hosted?
Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.
Как установить ProjectM QA в Claude Desktop, Claude Code или Cursor?
Открой ProjectM QA на unyly.org, выбери вкладку своего клиента (Claude Desktop, Claude Code, Cursor) и нажми Install — конфиг сгенерируется автоматически, без правки JSON.
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