Enter Play Mode with time paused, simulate an input, screenshot the Game View, read the console, decide the next move: that sequence is the reason to use it over a code generator that never sees the result. The cost is real — generated C# executes with the editor's privileges and reflection is available, so run it on a project you are willing to have changed.
A Unity Editor package that serves MCP from inside the editor. The agent executes generated C# in the editor's own context, reads the console back, runs tests, and can drive and observe a running game.
- execute_csharp_script_in_unity_editor — run generated C# with full access to UnityEngine and UnityEditor APIs and reflection; logs, errors and return values are captured automatically
- read_unity_console_logs — read the Editor console, with a configurable entry limit
- run_unity_tests — run tests through the Test Runner in EditMode, PlayMode or both, all of them or filtered by fully qualified name
- enter_play_mode — enter Play Mode with time paused, and return as soon as the transition is triggered
- play_unity_game — unpause, simulate the configured Input System actions, collect logs, then pause again
- get_unity_game_view_window_screenshot — capture the Game View as an image without routing through gameplay input
- exit_play_mode — leave Play Mode and unpause
- get_unity_info — the current project and the server's own settings
- Bundled agent skills that teach the execute-then-read-console loop and the play-and-observe loop
Unity 2022.3 LTS or higher, and uv for the bundled stdio bridge. Install the package from its git URL through the Unity Package Manager; the editor auto-starts a file-backed transport and the client is pointed at the bridge with uv. Set an Input Actions asset in the server settings if you want gameplay simulation. The agent's C# runs with the same privileges as the Unity Editor process.
