get_editor_stateLABSCO 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
USE CASES
Asking what is actually in the open scene
The scene hierarchy and named GameObjects, read out of the running Editor rather than off the scene file.
Running a change instead of describing one
C# executes in the Unity Editor context over the WebSocket link, and the call waits for the result.
Chasing an error in the console
Filter the Unity logs, then open the script the message points at.
Finding every asset of one kind
Search by asset type — Material, Prefab — or list the C# scripts in the project.
Editing a script without leaving the conversation
Targeted edits come with a diff preview you can run dry first; a whole file can be written outright.
Getting oriented in a project you just opened
Walk the directory tree, list a folder, check what a file is. Relative paths resolve against the Assets folder.
16 tools
Listed in project docs. Your client may show a different list.
get_current_scene_infoget_game_objects_infoexecute_editor_commandget_logsverify_connectionread_fileread_multiple_fileswrite_fileedit_filelist_directorydirectory_treesearch_filesget_file_infofind_assets_by_typelist_scriptsBEFORE YOU INSTALL
What to know first
Tools you get
16 tools named in the project's documentation.
Requires
- Node.js 18+
- Unity 2021.3 or later
Where it runs
The documented client runs the server on your machine.
INSTALLATION
Connect your client
You clone this one yourself.
Server setup
Install the Unity package: open the Unity Package Manager (Window > Package Manager), click +, Add package from git URL..., enter https://github.com/quazaai/UnityMCPIntegration.git, click Add
Clone the repository for the MCP server:
git clone https://github.com/quazaai/UnityMCPIntegrationInstall the server's dependencies:
cd UnityMCPIntegration/mcpServer && npm installMCP Clients
Any MCP client
{
"mcpServers": {
"unity-mcp-server": {
"command": "node",
"args": [
"<YOUR_PATH_TO_UNITY_MCP_INTEGRATION>/mcpServer/build/index.js"
],
"env": {
"MCP_WEBSOCKET_PORT": "5010"
}
}
}
}