LabscoMCP early access ↗
quazaaiMCP SERVER

Advanced Unity MCP Integration

Let an assistant read the open scene, run C# and edit project files over a live link to the Unity Editor.

by quazaai ↗3D, CAD & Game EnginesCommunity

LABSCO SUMMARY

The open Unity Editor, callable from the conversation.

execute_editor_command is the reason to install it: C# runs inside the Unity Editor and the call waits for the result, so an agent can make a change and then read the console through get_logs instead of asking you what happened. Everything goes over a WebSocket link to the running Editor, and the file tools stay inside the project directory.

What it is

A Unity Editor package and a Node.js MCP server that talk over a WebSocket, so an assistant can read the open scene, run C# in the Editor, watch the console and work with files in the project.

What you get

  • Editor and scene state: the project and the editor, the current scene, and specific GameObjects in it — get_editor_state, get_current_scene_info, get_game_objects_info
  • C# run directly in the Unity Editor, with the call waiting for the result — execute_editor_command
  • Unity console logs, filtered, and a check that the Editor link is up — get_logs, verify_connection
  • Project files read, written and edited, with a diff preview and a dry run for targeted edits — read_file, read_multiple_files, write_file, edit_file
  • Directory listings and trees, file search and file metadata, with relative paths resolved against the Assets folder — list_directory, directory_tree, search_files, get_file_info
  • Assets found by type, such as Material or Prefab, and every C# script in the project listed — find_assets_by_type, list_scripts

Requirements

Unity 2021.3 or later with the Editor open, and Node.js 18+ for the server. The Unity-side package installs through the Package Manager from the repository's git URL.

Setup effort

Build from source