The first Model Context Protocol server for Unity projects.
Give Claude, Cursor, Windsurf, and any MCP-compatible AI assistant real understanding of your Unity scenes, prefabs, and C# scripts — not just file search.
When you ask an AI assistant about your Unity project, it reads .cs files — but Unity's real architecture lives in YAML. A PlayerController script might be attached to 12 different prefabs, referenced by 3 different managers, and spawned at runtime by 2 different spawners. None of that is visible from C# alone.
unity-mcp exports your project's complete scene graph (GameObjects → Components → Inspector references → runtime spawns), turns it into a queryable knowledge graph, and makes it available to any MCP-compatible AI through a set of fast, structured tools.
AI asks: "Which scripts reference the Player prefab?"
unity-mcp answers with: 7 scripts, 12 scene objects, 3 runtime spawn sites
— in under 50ms
You: What components are on the EnemyBoss prefab?
Claude: EnemyBoss.prefab has 4 components:
• EnemyAI (Assets/Scripts/AI/EnemyAI.cs)
• EnemyParent (Assets/Scripts/Enemy/EnemyParent.cs)
• PhotonView (Photon PUN — no script file)
• NavMeshAgent (Unity built-in)
Inspector refs wired up:
EnemyAI.player → Player (scene object, tag: Player)
EnemyAI.spawnPoint → SpawnPoint (scene object)
EnemyParent.healthBar → HealthBar.prefab
Runtime: EnemySpawner.cs line 47 instantiates EnemyBoss via enemyPrefab field.
Copy unity-editor/UnitySceneGraphExporter.cs into your Unity project's Assets/Editor/ folder.
Then in Unity:
Tools → Export Unity Graph
This creates Assets/unity_graph.json.
npx unity-mcp --graph /path/to/your/project/Assets/unity_graph.jsonOr install globally:
npm install -g unity-mcp
unity-mcp --graph ./Assets/unity_graph.jsonClaude Code (~/.claude/settings.json):
{
"mcpServers": {
"unity": {
"command": "unity-mcp",
"args": ["--graph", "/absolute/path/to/Assets/unity_graph.json"]
}
}
}Claude Desktop (claude_desktop_config.json):
{
"mcpServers": {
"unity": {
"command": "npx",
"args": ["-y", "unity-mcp", "--graph", "/absolute/path/to/Assets/unity_graph.json"]
}
}
}See examples/ for Cursor, Windsurf, and other clients.
| Tool | Description |
|---|---|
list_scenes |
List all scenes in the project |
list_prefabs |
List all prefabs in the project |
get_scene_objects |
Get all GameObjects in a specific scene |
get_prefab_components |
Get all components attached to a prefab or GameObject |
find_script_usages |
Find every scene object and prefab using a C# script |
get_inspector_refs |
Get all Inspector-wired field references for a component |
get_runtime_spawns |
Get all Instantiate() call sites for a script |
query_by_tag |
Find all GameObjects with a specific Unity tag |
query_by_layer |
Find all GameObjects on a specific layer |
get_hierarchy |
Get the full parent→child hierarchy for a scene or prefab |
Once connected, ask your AI assistant anything about your project structure:
"What prefabs does EnemySpawner.cs instantiate at runtime?"
"List every GameObject tagged 'Player' across all scenes."
"Show me the full hierarchy of the MainMenu scene."
"What scripts are attached to the Cart prefab?"
"Which scripts have Inspector references to the AudioManager?"
"Find all prefabs that use the RigidBody component."
"What are all the runtime spawn sites in the project?"
Unity Editor
└─ Tools → Export Unity Graph
└─ Assets/unity_graph.json (static export)
│
▼
unity-mcp (Node.js MCP server)
Load → Index in memory → Serve MCP tools
│
┌───────────┼───────────────┐
▼ ▼ ▼
Claude Cursor Windsurf
(Claude Code) (Composer AI) (Cascade AI)
The graph has three layers:
| Layer | What it captures |
|---|---|
| Code Graph | C# classes, methods, calls (handled by your IDE) |
| Static Scene Graph | Scene → GameObject → Component → Inspector refs (unity-mcp) |
| Runtime Spawn Graph | Instantiate() call sites with field names and line numbers (unity-mcp) |
| Capability | File Search | unity-mcp |
|---|---|---|
| Find what script is on a prefab | ❌ YAML is opaque | ✅ Instant |
| Trace inspector references | ❌ Requires GUID resolution | ✅ Pre-resolved |
| Find runtime spawned objects | ❌ Requires AST + heuristics | ✅ Indexed |
| Query by tag or layer | ❌ Not possible | ✅ Sub-10ms |
| Understand scene hierarchy | ❌ YAML noise | ✅ Clean tree |
Run Tools → Export Unity Graph any time you change scenes or prefabs. The export takes ~5 seconds for a typical project (our test project: 1,244 prefabs, 8 scenes, 70K+ nodes).
- Unity 2021.x LTS ✅
- Unity 2022.x LTS ✅
- Unity 6 ✅
Contributions welcome! See CONTRIBUTING.md.
Planned features:
- Incremental export (only changed scenes/prefabs)
- Godot scene format support
- Watch mode (auto-re-export on save)
- VS Code extension
- Web UI for graph visualization
MIT © 2026 — See LICENSE
Built with real game project experience. Tested on a 291-file, 1,244-prefab Unity 2022 production project.