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. |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| 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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