# CLAUDE.md - Project Overview for AI Assistants
## What This Project Is
**MCP for Unity** is a bridge that lets AI assistants (Claude, Cursor, Windsurf, etc.) control the Unity Editor through the Model Context Protocol (MCP). It enables AI-driven game development workflows - creating GameObjects, editing scripts, managing assets, running tests, and more.
## Architecture
```text
AI Assistant (Claude/Cursor)
↓ MCP Protocol (stdio/SSE)
Python Server (Server/src/)
↓ WebSocket + HTTP
Unity Editor Plugin (MCPForUnity/)
↓ Unity Editor API
Scene, Assets, Scripts
```
**Two codebases, one system:**
- `Server/` - Python MCP server using FastMCP
- `MCPForUnity/` - Unity C# Editor package
## Directory Structure
```text
├── Server/ # Python MCP Server
│ ├── src/
│ │ ├── cli/commands/ # Tool implementations (20 domain modules)
│ │ ├── transport/ # MCP protocol, WebSocket bridge
│ │ ├── services/ # Custom tools, resources
│ │ └── core/ # Telemetry, logging, config
│ └── tests/ # 502 Python tests
├── MCPForUnity/ # Unity Editor Package
│ └── Editor/
│ ├── Tools/ # C# tool implementations (42 files)
│ ├── Services/ # Bridge, state management
│ ├── Helpers/ # Utilities (27 files)
│ └── Windows/ # Editor UI
├── TestProjects/UnityMCPTests/ # Unity test project (605 tests)
└── tools/ # Build/release scripts
```
## Code Philosophy
### 1. Domain Symmetry
Python CLI commands mirror C# Editor tools. Each domain (materials, prefabs, scripts, etc.) exists in both:
- `Server/src/cli/commands/materials.py` ↔ `MCPForUnity/Editor/Tools/ManageMaterial.cs`
### 2. Minimal Abstraction
Avoid premature abstraction. Three similar lines of code is better than a helper that's used once. Only abstract when you have 3+ genuine use cases.
### 3. Delete Rather Than Deprecate
When removing functionality, delete it completely. No `_unused` renames, no `// removed` comments, no backwards-compatibility shims for internal code.
### 4. Test Coverage Required
Every new feature needs tests. We have 1100+ tests across Python and C#. Run them before PRs.
### 5. Keep Tools Focused
Each MCP tool does one thing well. Resist the urge to add "convenient" parameters that bloat the API surface.
### 6. Use Resources for reading.
Keep them smart and focused rather than "read everything" type resources. That way resources are quick and LLM-friendly. There are plenty of examples in the codebase to model on (gameobject, prefab, etc.)
## Key Patterns
### Parameter Handling (C#)
Use `ToolParams` for consistent parameter validation:
```csharp
var p = new ToolParams(parameters);
var pageSize = p.GetInt("page_size", "pageSize") ?? 50;
var name = p.RequireString("name");
```
### Error Handling (Python CLI)
Use the `@handle_unity_errors` decorator:
```python
@handle_unity_errors
async def my_command(ctx, ...):
result = await call_unity_tool(...)
```
### Paging Large Results
Always page results that could be large (hierarchies, components, search results):
- Use `page_size` and `cursor` parameters
- Return `next_cursor` when more results exist
## Common Tasks
### Running Tests
```bash
# Python
cd Server && uv run pytest tests/ -v
# Unity - open TestProjects/UnityMCPTests in Unity, use Test Runner window
```
### Local Development
1. Set **Server Source Override** in MCP for Unity Advanced Settings to your local `Server/` path
2. Enable **Dev Mode** checkbox to force fresh installs
3. Use `mcp_source.py` to switch Unity package sources
4. Test on Windows and Mac if possible, and multiple clients (Claude Desktop and Claude Code are tricky for configuration as of this writing)
### Adding a New Tool
1. Add Python command in `Server/src/cli/commands/<domain>.py`
2. Add C# implementation in `MCPForUnity/Editor/Tools/Manage<Domain>.cs`
3. Add tests in both `Server/tests/` and `TestProjects/UnityMCPTests/Assets/Tests/`
## What Not To Do
- Don't add features without tests
- Don't create helper functions for one-time operations
- Don't add error handling for scenarios that can't happen
- Don't commit to `main` directly - branch off `beta` for PRs
- Don't add docstrings/comments to code you didn't change