Unity MCP Server
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TDQS
Scored across 80 tools
Several tools target the same resource/action: unity_search_by_component and unity_selection_find_by_type are effectively duplicates, and unity_screenshot_scene/unity_graphics_scene_capture plus their game-view variants overlap. Legacy unity_set_object_reference also overlaps with unity_component_set_reference, creating real misselection risk despite descriptive text.
All names use snake_case with a unity_ prefix, but verb/noun order is inconsistent: domain_action (unity_scene_save, unity_asset_delete) mixes with action_domain (unity_list_instances, unity_get_project_context) and bare verbs (unity_build, unity_redo). Readable overall, but the pattern is not predictable.
80 direct tools is far beyond the 25+ threshold; additionally unity_advanced_tool fronts 269+ lazy-loaded tools. This is an extreme over-scoping that burdens discovery and selection.
Core Unity editor automation is broadly covered: GameObjects, components, scenes, assets, prefabs, scripts, packages, Hub, play mode, build, and advanced tools. Minor gaps remain (e.g., direct asset move/rename, material property edit, script delete), but most can be handled via execute_code/menu/advanced tools.