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Enables AI assistants to control the Unity Editor via MCP, allowing scene manipulation, asset management, compilation, and testing through natural language.

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Описание

Enables AI assistants to control the Unity Editor via MCP, allowing scene manipulation, asset management, compilation, and testing through natural language.

README

Unity Editor tooling for AI-assisted development. AgentBridge exposes a file-based command protocol so external tools (Claude Code, scripts, CI) can drive the Unity Editor — and MCP turns every command into a tool your LLM can call directly.

Quickstart

1. Install the package

Window → Package Manager → + → Add package from git URL

https://github.com/simonwittber/AgentBridge.git

Or for a specific version:

https://github.com/simonwittber/AgentBridge.git#v0.1.0

2. Build the CLI

Download a pre-built binary from the latest release and place it on your PATH. Or build from source:

cd path/to/AgentBridge/Harness~/dffrnt-agent
go build -o dffrnt-agent .        # macOS / Linux
go build -o dffrnt-agent.exe .    # Windows

3. Wire into Claude Code

Add to .claude/settings.json inside your Unity project:

{
  "mcpServers": {
    "unity": {
      "command": "dffrnt-agent",
      "args": ["serve"]
    }
  }
}

Run dffrnt-agent from your Unity project root, or pass --project <path> to point it at the project directory.

4. Open Unity and verify

Start (or focus) your Unity project. In Claude Code, the unity MCP server will appear in /mcp with all bridge commands available as tools.

5. Send your first command

dffrnt-agent status

Expected output:

{
  "cmd": "status",
  "status": "ok",
  "uptime_s": 42.3,
  "queued": 0,
  "busy": false
}

Requirements

  • Unity 6000.0 or later
  • Go 1.25+ (only needed to build from source)

Built-in commands

Core

Command Description
status Bridge liveness, uptime, queue depth
compile Request script compilation; returns structured errors and warnings
refresh Trigger AssetDatabase.Refresh() and wait for completion
commands List all available commands and their arguments

Scene

Command Description
scene_info Name, path, dirty flag, root count
scene_open Open a scene by asset path
scene_save Save the active scene
scene_new Create a new empty or default scene

Hierarchy & objects

Command Description
hierarchy Scene tree as JSON (configurable depth)
object_find Find a GameObject by path; returns components
objects_find Find all objects with a given component type
object_create Create a GameObject or primitive
object_delete Delete a GameObject
object_active Activate or deactivate a GameObject
object_rename Rename a GameObject
object_select Select one or more objects in the editor

Components & assets

Command Description
component_get Get all serialized fields of a component
component_set Set a serialized field on a component
component_add Add a component by type name
prefab_open Open a prefab in prefab stage
prefab_save Save and exit the current prefab stage
asset_info GUID and importer settings for an asset
asset_set Set an importer field and reimport
asset_find Find assets by type / label filter
material_get Get all shader properties of a material
material_set Set a shader property on a material

Editor & console

Command Description
console_logs Recent Unity console messages (ring buffer, newest first)
play_mode Enter, exit, or query play mode
menu_item Invoke a Unity menu item by path
run_tests Run edit-mode or play-mode tests; returns pass/fail/skip
uuid Generate a UUID v4

Adding custom commands

Implement IAgentCommand in any Editor assembly:

using System.Text.Json.Nodes;
using LLMDevTools;
using UnityEditor;

[InitializeOnLoad]
public class MyCommand : IAgentCommand
{
    static MyCommand() => AgentBridge.Register(new MyCommand());

    public string    Cmd         => "my_cmd";
    public string    Description => "Does something useful.";
    public ArgSpec[] Args        => new[]
    {
        new ArgSpec("message", "string", "", "Text to log"),
    };

    public JsonObject Execute(string uid, string requestJson)
    {
        var resp = AgentBridge.MakeResponse(uid, Cmd, "ok");
        resp["echoed"] = requestJson;
        return resp;
    }
}

Protocol

Commands are newline-delimited JSON written to Temp/agent_input:

{"uid":"a1b2c3d4","cmd":"compile"}

Responses are appended to Temp/agent_output:

{"uid":"a1b2c3d4","cmd":"compile","status":"ok","session_id":1749123456789,"errors":[],"warnings":[]}

Unity also writes Temp/agent_session every 5 seconds:

{"pid":12345,"state":"idle","active_scene":"Main","play_mode":false,"compile_errors":0,"written_at":1749123456789}

dffrnt-agent reads this file to verify Unity is alive before sending any command. Output rotates at 2 MB; input is truncated on Unity startup.


Testing

Unit tests (Go)

cd Harness~/dffrnt-agent
go test ./...

End-to-end tests (MCP → Unity)

These tests spawn the installed dffrnt-agent binary (must be on PATH) and drive it over the MCP protocol against a live Unity session. Build and install the binary first, open the Example~ project in Unity, then:

cd Harness~/dffrnt-agent
UNITY_PROJECT=/path/to/AgentBridge/Example~ go test -v -run TestMCP -timeout 300s

On Windows (PowerShell):

$env:UNITY_PROJECT = "C:\path\to\AgentBridge\Example~"
go test -v -run TestMCP -timeout 300s

If UNITY_PROJECT is not set, the tests default to ../../Example~ relative to the test directory. Tests are automatically skipped if Unity is not running or the session file is missing or stale.

Note: TestMCP_Refresh triggers a full AssetDatabase.Refresh() which can take 2+ minutes on a fresh project. Subsequent runs are much faster.


LLM Agent Log window

Open via Window → General → LLM Agent Log. Live scrolling view of all commands and responses — green = ok, red = error.

from github.com/simonwittber/AgentBridge

Установка Unity

У этого сервера нет опубликованного пакета — он собирается из исходников. Открой репозиторий и следуй инструкции в README.

▸ github.com/simonwittber/AgentBridge

FAQ

Unity MCP бесплатный?

Да, Unity MCP бесплатный — установка в пару кликов через Unyly без оплаты.

Нужен ли API-ключ для Unity?

Нет, Unity работает без API-ключей и переменных окружения.

Unity — hosted или self-hosted?

Self-hosted: сервер запускается локально на твоей машине командой из раздела установки.

Как установить Unity в Claude Desktop, Claude Code или Cursor?

Открой Unity 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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