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AccelByte

AccelByte Unity MCP Server

Official
by AccelByte

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UNITY_EDITOR_PATHNoThe full path to the Unity editor executable. Useful for non-standard installs or CI environments.

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
unity_ui_style_discoverC

Discover uGUI/TMP project style and optionally approve its fingerprint.

unity_ui_validateB

Validate a shared AGS Unity UI recipe without opening Unity.

unity_ui_preflightA

Return one read-only readiness report for Unity UI generation, including style approval, recipe selection, validation blockers, entry candidates, missing project roles, and compile/bridge readiness.

unity_ui_resolveA

Resolve an AGS recipe into a Unity uGUI prefab spec without creating assets.

unity_ui_kit_inspectB

Inspect package-owned AGS uGUI kit prefabs against component specs without modifying assets.

unity_ui_kit_buildA

Rebuild all AGS core kit prefabs under Packages/com.accelbyte.ui-tools/Prefabs/Core/ with force=true. Use after plugin C# changes to regenerate existing prefabs. Uses the live editor bridge when Unity is open, batch mode when closed.

unity_ui_generateA

Generate a project-owned Unity uGUI prefab through the live editor bridge when Unity is open, or batch mode when it is closed. Refuses generate-blocking validation warnings, Unity compile errors, unverified backing classes, and failed post-generation verification/layout gates unless explicitly overridden where supported.

unity_ui_list_entry_candidatesC

Report approved project prefab candidates for generated list or collection rows.

unity_ui_inspect_generated_layoutC

Inspect generated Unity UI prefabs for layout, backing-class, component, and collection health.

unity_ui_scene_preflightC

Return scene readiness for generated Unity UI, including Input System mode, EventSystem module compatibility, Canvas presence, generated panel candidates, active panel state, blockers, warnings, and next actions.

unity_ui_scene_setupA

Set up and validate a Unity scene for generated UI through the live editor bridge. Creates/reuses Canvas and EventSystem, selects the compatible input module, instantiates panels, optionally attaches a compiled MenuManager MonoBehaviour and assigns generated panel fields, activates only initialPanel, and saves the scene on success.

unity_ui_project_components_generateC

Generate project-owned reusable UI component prefabs under Assets/AGS/UI/Components.

unity_ui_patchC

Patch existing generated or package-owned UI prefabs with narrow property operations.

unity_editor_statusA

Report the expected Unity editor, whether Unity is running, and whether com.accelbyte.ui-tools is installed (ui_tools_installed, ui_tools_path).

unity_repair_package_cacheA

Force a clean re-resolve of a stale UPM git-dependency package. Use on a packages-lock.json hash mismatch against Library/PackageCache, or a 'Failed to rename ... EPERM' error during resolve. Deletes the stale Library/PackageCache/@* folder(s) and removes the package's packages-lock.json entry so Package Manager re-resolves it fresh on next editor launch. Refuses to run while a Unity editor process is open unless force=true.

unity_ui_bridge_healthA

Check whether the AccelByte UI Tools bridge is healthy in the Unity editor. Returns ok, bridge URL, and the health response (including isCompiling). Lighter than unity_editor_status — use for a quick bridge-only check.

unity_trigger_recompileA

Refresh Unity's AssetDatabase, then ask the Unity editor to recompile all C# scripts via CompilationPipeline.RequestScriptCompilation(). Use after writing a C# backing class to import new/changed files without switching focus to the editor manually. Poll unity_ui_bridge_health.response.isCompiling until false.

unity_ui_select_recipeA

Select the best AGS Unity UI recipe for a feature and return a partial spec stub. Unknown broad screens do not silently accept generic_async; pass allowGenericAsync=true only for intentional one-shot async/status panels.

unity_ui_verify_backing_classA

Validate that [SerializeField] fields in a C# backing class match the cs_bindings from unity_ui_resolve. Call after writing the C# class and before unity_ui_generate.

get_accelbyte_unity_how_toA

Query the AccelByte Unity SDK best-practices knowledge base for a topic. Returns SDK guides with C# code templates, best practices, and related component names. Use before writing a C# backing class.

search_unity_example_componentsA

Search the bytewars C# source index for classes matching a feature. Returns ranked component metadata (class name, URI, feature tags, public methods). Use URIs with describe_unity_example_components.

describe_unity_example_componentsA

Read C# source files for one or more bytewars components. Pass 'uris' from search_unity_example_components. Returns full C# source text for each file.

unity_install_sdkA

Set up AccelByte Unity SDK config in a Unity project. By default writes only config files and preserves valid split SDK/OAuth config; pass patchManifest=true only when manifest package installation is intended.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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