AccelByte Unity MCP Server
OfficialServer Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| UNITY_EDITOR_PATH | No | The full path to the Unity editor executable. Useful for non-standard installs or CI environments. |
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {
"listChanged": false
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| 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
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
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