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AccelByte Unity MCP Server

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by AccelByte

AccelByte Unity MCP Server

An MCP (Model Context Protocol) server that gives AI assistants the tools to generate AccelByte AGS uGUI prefabs in Unity projects, look up AccelByte Unity SDK best practices, search Bytewars C# example components, and configure SDK credentials — all from a Claude Code or Cursor session.

Prerequisites

  • Python 3.10+

  • Unity Hub with the Unity editor version matching your project (auto-detected from ProjectSettings/ProjectVersion.txt)

  • com.accelbyte.ui-tools package installed in the target Unity project (see Installing the Unity Package)

Related MCP server: Unity-MCP

Installation

cd accelbyte-unity-mcp
pip install -r requirements.txt
python server.py

No cache generation step is needed. Unlike the Unreal MCP server, this server talks directly to the live Unity project and editor — there is no offline symbol database to build.

MCP Configuration

Add the server to the .mcp.json at your Unity project root so Claude Code starts it automatically on session load:

{
  "mcpServers": {
    "accelbyte-unity-mcp": {
      "type": "stdio",
      "command": "python",
      "args": ["D:\\ags-ai\\accelbyte-unity-mcp\\server.py"]
    }
  }
}

Installing the Unity Package

Copy the embedded package into your Unity project:

Copy-Item -Path "D:\ags-ai\accelbyte-unity-mcp\data\com.accelbyte.ui-tools" `
          -Destination "<YourUnityProject>\Packages\com.accelbyte.ui-tools" `
          -Recurse -Force

Generated project prefabs are written to Assets/AGS/UI/Generated/. Reusable component prefabs go under Assets/AGS/UI/Components/.

Tools

Prefab Generation

Tool

What it does

unity_ui_select_recipe

Pick the right AGS recipe for a feature (login, leaderboard, friends list, etc.)

unity_ui_preflight

One-shot readiness report: style approval, recipe selection, validation blockers, bridge status

unity_ui_validate

Validate a recipe spec file without opening Unity

unity_ui_resolve

Dry-run: resolve recipe → prefab spec without creating any assets

unity_ui_generate

Generate a project-owned uGUI prefab (bridge mode when editor is open, batch mode when closed)

unity_ui_project_components_generate

Generate reusable component prefabs under Assets/AGS/UI/Components/

unity_ui_patch

Patch an existing prefab with narrow property changes

unity_ui_inspect_generated_layout

Inspect generated prefab health (layout, backing class, components, collections)

Style

Tool

What it does

unity_ui_style_discover

Discover uGUI/TMP style assets in the project and optionally approve the style fingerprint

AGS Core Kit

Tool

What it does

unity_ui_kit_inspect

Inspect package-owned AGS kit prefabs against component specs (read-only)

unity_ui_kit_build

Rebuild all AGS core kit prefabs from scratch (bridge or batch mode)

Scene Setup

Tool

What it does

unity_ui_scene_preflight

Check scene readiness: Canvas, EventSystem, input module compatibility, active panels, blockers

unity_ui_scene_setup

Set up Canvas/EventSystem, instantiate generated panels, attach MenuManager, and save the scene

Editor & Bridge

Tool

What it does

unity_editor_status

Detect the expected Unity editor, whether it is running, and whether com.accelbyte.ui-tools is installed

unity_ui_bridge_health

Lightweight health check for the editor bridge at http://127.0.0.1:48758

unity_trigger_recompile

Refresh AssetDatabase and trigger C# script recompilation after writing a backing class

Backing Class & Entry Candidates

Tool

What it does

unity_ui_verify_backing_class

Validate that [SerializeField] fields in a C# backing class match the spec's cs_bindings

unity_ui_list_entry_candidates

Report approved project prefab candidates for generated list or collection rows

SDK & Example Components

Tool

What it does

get_accelbyte_unity_how_to

AccelByte Unity SDK best-practices guide with C# code templates for a feature topic

search_unity_example_components

Search Bytewars C# source for classes matching a feature; returns ranked metadata and URIs

describe_unity_example_components

Read the actual C# source files returned by search_unity_example_components

unity_install_sdk

Write AccelByte SDK credentials and config files into a Unity project

How the Bridge Works

When Unity is open with com.accelbyte.ui-tools loaded, generation and scene setup go through a localhost HTTP bridge:

http://127.0.0.1:48758

The bridge starts automatically when the editor loads the package. Prefabs generated through it appear in the open project immediately — no editor restart needed.

When Unity is closed, unity_ui_generate and unity_ui_kit_build fall back to Unity batch mode (-batchmode -nographics). The correct Unity executable is matched against ProjectSettings/ProjectVersion.txt. For non-standard installs or CI environments, set UNITY_EDITOR_PATH:

$env:UNITY_EDITOR_PATH = "C:\Program Files\Unity\Hub\Editor\6000.4.9f1\Editor\Unity.exe"

If the editor is running but the bridge is not reachable (script compilation in progress, package not yet loaded), the MCP returns an actionable error — it will not launch a competing batch instance against an open project.

Typical Workflow

  1. Check the editorunity_editor_status confirms Unity is running and the package is installed.

  2. Select a recipeunity_ui_select_recipe with a natural-language feature description returns a spec stub.

  3. Preflightunity_ui_preflight validates style approval, recipe fit, entry candidates, and bridge readiness in one call.

  4. Write a C# backing class (if the recipe requires one) — use get_accelbyte_unity_how_to and search_unity_example_components / describe_unity_example_components for SDK patterns and reference implementations.

  5. Verify the backing classunity_ui_verify_backing_class confirms [SerializeField] fields match the spec.

  6. Trigger recompileunity_trigger_recompile imports the new file and starts compilation; poll unity_ui_bridge_health until isCompiling is false.

  7. Generateunity_ui_generate creates the prefab at Assets/AGS/UI/Generated/.

  8. Set up the sceneunity_ui_scene_preflight + unity_ui_scene_setup wires the panel into a Canvas with the correct input module and saves the scene.

Project Structure

.
├── server.py                        # MCP server entry point — registers all tools
├── requirements.txt                 # Python dependencies
├── pyproject.toml                   # Package metadata and entry point
├── generate_source_cache.py         # Optional: regenerate Bytewars C# source index
├── data/
│   └── com.accelbyte.ui-tools/      # Unity Editor package (copy into your project's Packages/)
│       ├── Tools/                   # Python UI tools library used by this server
│       ├── Prefabs/                 # Package-owned AGS core kit prefabs
│       └── Specs/                   # Component specs and recipes
└── tests/                           # Python tests

Troubleshooting

Bridge not reachable (unity_ui_bridge_health returns ok: false) Unity is open but the bridge is down. This usually means scripts are still compiling or the package failed to load. Wait for compilation to finish (check the editor status bar), or reimport Packages/com.accelbyte.ui-tools via the Package Manager.

Editor not detected The server matches the Unity version in ProjectSettings/ProjectVersion.txt against known install roots. If your editor is in a non-standard location, set UNITY_EDITOR_PATH to the full path of Unity.exe before starting the server.

Compile errors block generation unity_ui_generate refuses to proceed when the editor reports compile errors. Fix the errors shown in Unity's Console, then call unity_trigger_recompile and wait until isCompiling is false before retrying.

License

ISC

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C
maintenance

Maintenance

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