---
name: unity-mcp-orchestrator
description: Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
---
# Unity-MCP Operator Guide
This skill helps you effectively use the Unity Editor with MCP tools and resources.
## Quick Start: Resource-First Workflow
**Always read relevant resources before using tools.** This prevents errors and provides the necessary context.
```
1. Check editor state → mcpforunity://editor/state
2. Understand the scene → mcpforunity://scene/gameobject-api
3. Find what you need → find_gameobjects or resources
4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
5. Verify results → read_console, capture_screenshot (in manage_scene), resources
```
## Critical Best Practices
### 1. After Writing/Editing Scripts: Always Refresh and Check Console
```python
# After create_script or script_apply_edits:
refresh_unity(mode="force", scope="scripts", compile="request", wait_for_ready=True)
read_console(types=["error"], count=10, include_stacktrace=True)
```
**Why:** Unity must compile scripts before they're usable. Compilation errors block all tool execution.
### 2. Use `batch_execute` for Multiple Operations
```python
# 10-100x faster than sequential calls
batch_execute(
commands=[
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}}
],
parallel=True # Read-only operations can run in parallel
)
```
**Max 25 commands per batch.** Use `fail_fast=True` for dependent operations.
### 3. Use `screenshot` in manage_scene to Verify Visual Results
```python
# Via manage_scene
manage_scene(action="screenshot") # Returns base64 image
# After creating/modifying objects, verify visually:
# 1. Create objects
# 2. capture screenshot
# 3. Analyze if result matches intent
```
### 4. Check Console After Major Changes
```python
read_console(
action="get",
types=["error", "warning"], # Focus on problems
count=10,
format="detailed"
)
```
### 5. Always Check `editor_state` Before Complex Operations
```python
# Read mcpforunity://editor/state to check:
# - is_compiling: Wait if true
# - is_domain_reload_pending: Wait if true
# - ready_for_tools: Only proceed if true
# - blocking_reasons: Why tools might fail
```
## Parameter Type Conventions
### Vectors (position, rotation, scale, color)
```python
# Both forms accepted:
position=[1.0, 2.0, 3.0] # List
position="[1.0, 2.0, 3.0]" # JSON string
```
### Booleans
```python
# Both forms accepted:
include_inactive=True # Boolean
include_inactive="true" # String
```
### Colors
```python
# Auto-detected format:
color=[255, 0, 0, 255] # 0-255 range
color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
```
### Paths
```python
# Assets-relative (default):
path="Assets/Scripts/MyScript.cs"
# URI forms:
uri="mcpforunity://path/Assets/Scripts/MyScript.cs"
uri="file:///full/path/to/file.cs"
```
## Core Tool Categories
| Category | Key Tools | Use For |
|----------|-----------|---------|
| **Scene** | `manage_scene`, `find_gameobjects` | Scene operations, finding objects |
| **Objects** | `manage_gameobject`, `manage_components` | Creating/modifying GameObjects |
| **Scripts** | `create_script`, `script_apply_edits`, `refresh_unity` | C# code management |
| **Assets** | `manage_asset`, `manage_prefabs` | Asset operations |
| **Editor** | `manage_editor`, `execute_menu_item`, `read_console` | Editor control |
| **Testing** | `run_tests`, `get_test_job` | Unity Test Framework |
| **Batch** | `batch_execute` | Parallel/bulk operations |
## Common Workflows
### Creating a New Script and Using It
```python
# 1. Create the script
create_script(
path="Assets/Scripts/PlayerController.cs",
contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}"
)
# 2. CRITICAL: Refresh and wait for compilation
refresh_unity(mode="force", scope="scripts", compile="request", wait_for_ready=True)
# 3. Check for compilation errors
read_console(types=["error"], count=10)
# 4. Only then attach to GameObject
manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
```
### Finding and Modifying GameObjects
```python
# 1. Find by name/tag/component (returns IDs only)
result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50)
# 2. Get full data via resource
# mcpforunity://scene/gameobject/{instance_id}
# 3. Modify using the ID
manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
```
### Running and Monitoring Tests
```python
# 1. Start test run (async)
result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"])
job_id = result["job_id"]
# 2. Poll for completion
result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
```
## Pagination Pattern
Large queries return paginated results. Always follow `next_cursor`:
```python
cursor = 0
all_items = []
while True:
result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor)
all_items.extend(result["data"]["items"])
if not result["data"].get("next_cursor"):
break
cursor = result["data"]["next_cursor"]
```
## Multi-Instance Workflow
When multiple Unity Editors are running:
```python
# 1. List instances via resource: mcpforunity://instances
# 2. Set active instance
set_active_instance(instance="MyProject@abc123")
# 3. All subsequent calls route to that instance
```
## Error Recovery
| Symptom | Cause | Solution |
|---------|-------|----------|
| Tools return "busy" | Compilation in progress | Wait, check `editor_state` |
| "stale_file" error | File changed since SHA | Re-fetch SHA with `get_sha`, retry |
| Connection lost | Domain reload | Wait ~5s, reconnect |
| Commands fail silently | Wrong instance | Check `set_active_instance` |
## Reference Files
For detailed schemas and examples:
- **[tools-reference.md](references/tools-reference.md)**: Complete tool documentation with all parameters
- **[resources-reference.md](references/resources-reference.md)**: All available resources and their data
- **[workflows.md](references/workflows.md)**: Extended workflow examples and patterns