The reference tools are the reason to install it: find_references and get_broken_asset_refs answer 'what breaks if I delete this' and 'what is already broken', and the assembly tools answer 'why will this not compile' - three questions the Editor makes you hunt for.
An MCP server that reads a Unity project from disk and answers structural questions about it. Forty tools cover project settings, scenes, prefabs, assemblies, scripts, assets and materials; every one of them is a lookup that reads the project directory you point it at.
- Project identity and settings: path, Unity version, product and player settings, quality levels, and the scripting define symbols in force
- Scenes: the build list, every .unity file on disk, a scene's flat hierarchy and summary, and the objects in it carrying a given component or tag
- Prefabs: what exists, which are variants of which, which contain a given component, and what one is made of
- Assembly layout: every .asmdef with its references, the assembly owning a path, the scripts inside one, and what depends on it
- Scripts and assets found by name, by extension, or by the text inside them
- Reference tracing: everything that points at an asset, and every prefab, scene or material holding a missing GUID
- Asset detail: .meta contents, texture import settings, materials and the shader each one uses
- Typed inventories: ScriptableObjects, render textures, terrain data, video clips, legacy fonts, lighting settings, and the packages in the manifest
A recent Unity editor and Node.js 18+. Point the server at your project root in the environment - every tool resolves its paths from it. The Unity-side package installs through the Package Manager from the repository's git URL.
One command — npx -y unity-mcp-server
