# Unity-MCP Resources Reference
Resources provide read-only access to Unity state. Use resources to inspect before using tools to modify.
## Table of Contents
- [Editor State Resources](#editor-state-resources)
- [Scene & GameObject Resources](#scene--gameobject-resources)
- [Prefab Resources](#prefab-resources)
- [Project Resources](#project-resources)
- [Instance Resources](#instance-resources)
- [Test Resources](#test-resources)
---
## URI Scheme
All resources use `mcpforunity://` scheme:
```
mcpforunity://{category}/{resource_path}[?query_params]
```
**Categories:** `editor`, `scene`, `prefab`, `project`, `menu-items`, `custom-tools`, `tests`, `instances`
---
## Editor State Resources
### mcpforunity://editor/state
**Purpose:** Editor readiness snapshot - check before tool operations.
**Returns:**
```json
{
"unity_version": "2022.3.10f1",
"is_compiling": false,
"is_domain_reload_pending": false,
"play_mode": {
"is_playing": false,
"is_paused": false
},
"active_scene": {
"path": "Assets/Scenes/Main.unity",
"name": "Main"
},
"ready_for_tools": true,
"blocking_reasons": [],
"recommended_retry_after_ms": null,
"staleness": {
"age_ms": 150,
"is_stale": false
}
}
```
**Key Fields:**
- `ready_for_tools`: Only proceed if `true`
- `is_compiling`: Wait if `true`
- `blocking_reasons`: Array explaining why tools might fail
- `recommended_retry_after_ms`: Suggested wait time
### mcpforunity://editor/selection
**Purpose:** Currently selected objects.
**Returns:**
```json
{
"activeObject": "Player",
"activeGameObject": "Player",
"activeInstanceID": 12345,
"count": 3,
"gameObjects": ["Player", "Enemy", "Wall"],
"assetGUIDs": []
}
```
### mcpforunity://editor/active-tool
**Purpose:** Current editor tool state.
**Returns:**
```json
{
"activeTool": "Move",
"isCustom": false,
"pivotMode": "Center",
"pivotRotation": "Global"
}
```
### mcpforunity://editor/windows
**Purpose:** All open editor windows.
**Returns:**
```json
{
"windows": [
{
"title": "Scene",
"typeName": "UnityEditor.SceneView",
"isFocused": true,
"position": {"x": 0, "y": 0, "width": 800, "height": 600}
}
]
}
```
### mcpforunity://editor/prefab-stage
**Purpose:** Current prefab editing context.
**Returns:**
```json
{
"isOpen": true,
"assetPath": "Assets/Prefabs/Player.prefab",
"prefabRootName": "Player",
"isDirty": false
}
```
---
## Scene & GameObject Resources
### mcpforunity://scene/gameobject-api
**Purpose:** Documentation for GameObject resources (read this first).
### mcpforunity://scene/gameobject/{instance_id}
**Purpose:** Basic GameObject data (metadata, no component properties).
**Parameters:**
- `instance_id` (int): GameObject instance ID from `find_gameobjects`
**Returns:**
```json
{
"instanceID": 12345,
"name": "Player",
"tag": "Player",
"layer": 8,
"layerName": "Player",
"active": true,
"activeInHierarchy": true,
"isStatic": false,
"transform": {
"position": [0, 1, 0],
"rotation": [0, 0, 0],
"scale": [1, 1, 1]
},
"parent": {"instanceID": 0},
"children": [{"instanceID": 67890}],
"componentTypes": ["Transform", "Rigidbody", "PlayerController"],
"path": "/Player"
}
```
### mcpforunity://scene/gameobject/{instance_id}/components
**Purpose:** All components with full property serialization (paginated).
**Parameters:**
- `instance_id` (int): GameObject instance ID
- `page_size` (int): Default 25, max 100
- `cursor` (int): Pagination cursor
- `include_properties` (bool): Default true, set false for just types
**Returns:**
```json
{
"gameObjectID": 12345,
"gameObjectName": "Player",
"components": [
{
"type": "Transform",
"properties": {
"position": {"x": 0, "y": 1, "z": 0},
"rotation": {"x": 0, "y": 0, "z": 0, "w": 1}
}
},
{
"type": "Rigidbody",
"properties": {
"mass": 1.0,
"useGravity": true
}
}
],
"cursor": 0,
"pageSize": 25,
"nextCursor": null,
"hasMore": false
}
```
### mcpforunity://scene/gameobject/{instance_id}/component/{component_name}
**Purpose:** Single component with full properties.
**Parameters:**
- `instance_id` (int): GameObject instance ID
- `component_name` (string): e.g., "Rigidbody", "Camera", "Transform"
**Returns:**
```json
{
"gameObjectID": 12345,
"gameObjectName": "Player",
"component": {
"type": "Rigidbody",
"properties": {
"mass": 1.0,
"drag": 0,
"angularDrag": 0.05,
"useGravity": true,
"isKinematic": false
}
}
}
```
---
## Prefab Resources
### mcpforunity://prefab-api
**Purpose:** Documentation for prefab resources.
### mcpforunity://prefab/{encoded_path}
**Purpose:** Prefab asset information.
**Parameters:**
- `encoded_path` (string): URL-encoded path, e.g., `Assets%2FPrefabs%2FPlayer.prefab`
**Path Encoding:**
```
Assets/Prefabs/Player.prefab → Assets%2FPrefabs%2FPlayer.prefab
```
**Returns:**
```json
{
"assetPath": "Assets/Prefabs/Player.prefab",
"guid": "abc123...",
"prefabType": "Regular",
"rootObjectName": "Player",
"rootComponentTypes": ["Transform", "PlayerController"],
"childCount": 5,
"isVariant": false,
"parentPrefab": null
}
```
### mcpforunity://prefab/{encoded_path}/hierarchy
**Purpose:** Full prefab hierarchy with nested prefab info.
**Returns:**
```json
{
"prefabPath": "Assets/Prefabs/Player.prefab",
"total": 6,
"items": [
{
"name": "Player",
"instanceId": 12345,
"path": "/Player",
"activeSelf": true,
"childCount": 2,
"componentTypes": ["Transform", "PlayerController"]
},
{
"name": "Model",
"path": "/Player/Model",
"isNestedPrefab": true,
"nestedPrefabPath": "Assets/Prefabs/PlayerModel.prefab"
}
]
}
```
---
## Project Resources
### mcpforunity://project/info
**Purpose:** Static project configuration.
**Returns:**
```json
{
"projectRoot": "/Users/dev/MyProject",
"projectName": "MyProject",
"unityVersion": "2022.3.10f1",
"platform": "StandaloneWindows64",
"assetsPath": "/Users/dev/MyProject/Assets"
}
```
### mcpforunity://project/tags
**Purpose:** All tags defined in TagManager.
**Returns:**
```json
["Untagged", "Respawn", "Finish", "EditorOnly", "MainCamera", "Player", "GameController", "Enemy"]
```
### mcpforunity://project/layers
**Purpose:** All layers with indices (0-31).
**Returns:**
```json
{
"0": "Default",
"1": "TransparentFX",
"2": "Ignore Raycast",
"4": "Water",
"5": "UI",
"8": "Player",
"9": "Enemy"
}
```
### mcpforunity://menu-items
**Purpose:** All available Unity menu items.
**Returns:**
```json
[
"File/New Scene",
"File/Open Scene",
"File/Save",
"Edit/Undo",
"Edit/Redo",
"GameObject/Create Empty",
"GameObject/3D Object/Cube",
"Window/General/Console"
]
```
### mcpforunity://custom-tools
**Purpose:** Custom tools available in the active Unity project.
**Returns:**
```json
{
"project_id": "MyProject",
"tool_count": 3,
"tools": [
{
"name": "capture_screenshot",
"description": "Capture screenshots in Unity",
"parameters": [
{"name": "filename", "type": "string", "required": true},
{"name": "width", "type": "int", "required": false},
{"name": "height", "type": "int", "required": false}
]
}
]
}
```
---
## Instance Resources
### mcpforunity://instances
**Purpose:** All running Unity Editor instances (for multi-instance workflows).
**Returns:**
```json
{
"transport": "http",
"instance_count": 2,
"instances": [
{
"id": "MyProject@abc123",
"name": "MyProject",
"hash": "abc123",
"unity_version": "2022.3.10f1",
"connected_at": "2024-01-15T10:30:00Z"
},
{
"id": "TestProject@def456",
"name": "TestProject",
"hash": "def456",
"unity_version": "2022.3.10f1",
"connected_at": "2024-01-15T11:00:00Z"
}
],
"warnings": []
}
```
**Use with:** `set_active_instance(instance="MyProject@abc123")`
---
## Test Resources
### mcpforunity://tests
**Purpose:** All tests in the project.
**Returns:**
```json
[
{
"name": "TestSomething",
"full_name": "MyTests.TestSomething",
"mode": "EditMode"
},
{
"name": "TestOther",
"full_name": "MyTests.TestOther",
"mode": "PlayMode"
}
]
```
### mcpforunity://tests/{mode}
**Purpose:** Tests filtered by mode.
**Parameters:**
- `mode` (string): "EditMode" or "PlayMode"
**Example:** `mcpforunity://tests/EditMode`
---
## Best Practices
### 1. Check Editor State First
```python
# Before any complex operation:
# Read mcpforunity://editor/state
# Check ready_for_tools == true
```
### 2. Use Find Then Read Pattern
```python
# 1. find_gameobjects to get IDs
result = find_gameobjects(search_term="Player")
# 2. Read resource for full data
# mcpforunity://scene/gameobject/{id}
```
### 3. Paginate Large Queries
```python
# Start with include_properties=false for component lists
# mcpforunity://scene/gameobject/{id}/components?include_properties=false&page_size=25
# Then read specific components as needed
# mcpforunity://scene/gameobject/{id}/component/Rigidbody
```
### 4. URL-Encode Prefab Paths
```python
# Wrong:
# mcpforunity://prefab/Assets/Prefabs/Player.prefab
# Correct:
# mcpforunity://prefab/Assets%2FPrefabs%2FPlayer.prefab
```
### 5. Multi-Instance Awareness
```python
# Always check mcpforunity://instances when:
# - First connecting
# - Commands fail unexpectedly
# - Working with multiple projects
```