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unity-api-mcp

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MCP server that gives AI agents accurate Unity API documentation. Prevents hallucinated signatures, wrong namespaces, and deprecated API usage.

Supports Unity 6 (one database per minor stream), Unity 2023, and Unity 2022 LTS. Works with Claude Code, Cursor, Windsurf, or any MCP-compatible AI tool. No Unity installation required. See the supported versions. New Unity releases are detected and built automatically every week.

Quick Start

Add to your MCP config (.mcp.json, mcp.json, or your tool's MCP settings), setting UNITY_VERSION to match your project:

{
  "mcpServers": {
    "unity-api": {
      "command": "uvx",
      "args": ["unity-api-mcp"],
      "env": {
        "UNITY_VERSION": "6000.3"
      }
    }
  }
}

Valid values: a Unity 6 stream like "6000.3", or "6", "2023", "2022".

On first run the server downloads the correct database (~20-30 MB) to ~/.unity-api-mcp/.

Related MCP server: Funplay MCP for Unity

How It Works

  1. Version detection. The server figures out which Unity version to serve:

Priority

Source

Example

1

UNITY_VERSION env var

"2022", "6", "6000.3", or "6000.3.8f1"

2

UNITY_PROJECT_PATH

Reads ProjectSettings/ProjectVersion.txt, maps 2022.3.62f1 to "2022", 6000.3.8f1 to "6000.3"

3

Default

"6"

  1. Database download. If the database for that version isn't cached locally, it downloads from GitHub. Unity 6 minor streams (6000.0, 6000.3, 6000.5, …) get their own per-stream database, falling back to the generic 6 database when a stream database isn't published. Cached databases are freshness-checked against the release on startup, so weekly rebuilds reach existing installs automatically.

  2. Serve. All tool calls query the version-specific SQLite database. Every query returns in <15ms.

Each version has its own database with the correct signatures, deprecation warnings, and member lists for that release.

Tools

Tool

Purpose

Example

search_unity_api

Find APIs by keyword

"Tilemap SetTile", "async load scene"

get_method_signature

Exact signatures with all overloads

UnityEngine.Physics.Raycast

get_namespace

Resolve using directives

"SceneManager" -> using UnityEngine.SceneManagement;

get_class_reference

Full class reference card

"InputAction" -> all methods/fields/properties

get_deprecation_warnings

Check if an API is obsolete

"WWW" -> Use UnityWebRequest instead

Coverage

All UnityEngine and UnityEditor modules, plus packages parsed from C# source: Input System, Addressables, uGUI (incl. TextMeshPro on Unity 6), AI Navigation, and Netcode. ~42,500 records per Unity 6 database, ~500 deprecation warnings each.

Full version list: db-v1 release page. CI regenerates that table on every build. New Unity patches are detected and built automatically every Monday.

Does not cover third-party assets (DOTween, VContainer, Newtonsoft.Json). For those, rely on project source.

Benchmarks

Measured, not promised: 25 research questions across 3 testbeds, answered by 3 agent configs, every answer judged against ground truth verified in the source beforehand. The full harness lives in docs/benchmark/ and re-runs with one command.

Config

Correct

Partial

Wrong

Hallucinated APIs

MCP + targeted Read

24/25

1

0

0

Skilled (Grep+Read)

20/25

3

2

1

Naive (full Reads)

19/25

3

3

1

The one reproduced hallucination is instructive. Asked to list the overloads of SceneManager.LoadSceneAsync, both non-MCP agents invented single-parameter LoadSceneAsync(string) and LoadSceneAsync(int) overloads that do not exist. Code written against them does not compile. The MCP agent returned the exact four real overloads.

Why correctness and not token savings? Agentic tools are good at code search now. Claude Code has shipped a Grep tool from the start, and current models search first and then read a narrow line range, so raw token use was comparable across all configs in our runs. But exact overloads, namespaces, and deprecations are not in your project files at all. An agent without MCP can only infer them from usage examples, and when it infers wrong you pay with a broken build.

  • 3 testbeds: a real Unity 6 game project (11 questions), pure Unity API lookups (8), and Unity Input System package source with 2,700 to 4,600 line files (6)

  • 3 configs, same model and turn limit: MCP tools + Grep/Read, Grep/Read only, Read only

  • Ground truth verified by reading the source before any runs; answers judged by a separate model session against that ground truth; token usage taken from API usage fields

  • Run it yourself: python docs/benchmark/run.py --project <unity-project-path> (results from July 2026; agent behavior moves, so re-run before quoting)

CLAUDE.md Snippet

Add this to your project's CLAUDE.md (or equivalent instructions file). This step is important. Without it, the AI has the tools but won't know when to reach for them.

## Unity API Lookup (unity-api MCP)

Use the `unity-api` MCP tools to verify Unity API usage instead of guessing. **Do not hallucinate signatures.**

| When | Tool | Example |
|------|------|---------|
| Unsure about a method's parameters or return type | `get_method_signature` | `get_method_signature("UnityEngine.Tilemaps.Tilemap.SetTile")` |
| Need the `using` directive for a type | `get_namespace` | `get_namespace("SceneManager")` |
| Want to see all members on a class | `get_class_reference` | `get_class_reference("InputAction")` |
| Searching for an API by keyword | `search_unity_api` | `search_unity_api("async load scene")` |
| Checking if an API is deprecated | `get_deprecation_warnings` | `get_deprecation_warnings("FindObjectOfType")` |

**Rules:**
- Before writing a Unity API call you haven't used in this conversation, verify the signature with `get_method_signature`
- Before adding a `using` directive, verify with `get_namespace` if unsure
- Covers: all UnityEngine/UnityEditor modules, Input System, Addressables, uGUI/TextMeshPro, AI Navigation, Netcode
- Does NOT cover: DOTween, VContainer, Newtonsoft.Json (third-party)

Setup Details

Instead of setting UNITY_VERSION, you can point to your Unity project. The server reads ProjectSettings/ProjectVersion.txt automatically:

{
  "mcpServers": {
    "unity-api": {
      "command": "uvx",
      "args": ["unity-api-mcp"],
      "env": {
        "UNITY_PROJECT_PATH": "/path/to/your/unity-project"
      }
    }
  }
}

Using pip install:

pip install unity-api-mcp
{
  "mcpServers": {
    "unity-api": {
      "command": "unity-api-mcp",
      "args": [],
      "env": {
        "UNITY_VERSION": "6000.3"
      }
    }
  }
}

Variable

Purpose

Example

UNITY_VERSION

Unity version to serve

6000.3, 6000.3.8f1, 6, 2023, 2022

UNITY_PROJECT_PATH

Auto-detect version from project

F:/Unity Projects/my-project

UNITY_INSTALL_PATH

Override Unity install path (for ingest only)

D:/Unity/6000.3.8f1

If you want to build a database from your own Unity installation instead of downloading:

# Install with ingest dependencies
pip install unity-api-mcp[ingest]

# Windows
python -m unity_api_mcp.ingest --unity-version 6000.3 --unity-install "D:/Unity/6000.3.8f1" --project "F:/Unity Projects/MyProject"

# macOS
python -m unity_api_mcp.ingest --unity-version 6000.3 --unity-install "/Applications/Unity/Hub/Editor/6000.3.20f1" --project "/path/to/UnityProject"

# Legacy versions
python -m unity_api_mcp.ingest --unity-version 2022 --unity-install "D:/Unity/2022.3.62f1"

Databases are written to ~/.unity-api-mcp/unity_docs_{version}.db by default.

If an AI agent is setting this up for you:

Add unity-api-mcp to my MCP config using uvx with UNITY_VERSION set to match my project, append the CLAUDE.md snippet from the README, and verify with get_namespace("SceneManager").

unity-api-mcp/
├── src/unity_api_mcp/
│   ├── server.py          # MCP server (5 tools)
│   ├── db.py              # SQLite + FTS5 database layer
│   ├── version.py         # Version detection + DB download
│   ├── xml_parser.py      # Parse Unity XML IntelliSense files
│   ├── cs_doc_parser.py   # Parse C# doc comments from package source
│   ├── unity_paths.py     # Locate Unity install + package dirs
│   └── ingest.py          # CLI ingestion pipeline
└── pyproject.toml

Databases are stored in ~/.unity-api-mcp/ (downloaded on first run).

Troubleshooting

Problem

Fix

"Could not download Unity X database"

Check internet connection. Or build locally: python -m unity_api_mcp.ingest --unity-version 2022

Wrong API version being served

Set UNITY_VERSION explicitly. Check stderr: unity-api-mcp: serving Unity <version> API docs

Server won't start

Check python --version (needs 3.10+). Check path: which unity-api-mcp or where unity-api-mcp

ModuleNotFoundError: No module named 'mcp.server.fastmcp'

Version 2.1.0 or older installed mcp 2.x. Restart your MCP client, or run uvx unity-api-mcp@latest. With pip, run pip install -U unity-api-mcp.

Third-party packages return no results

DOTween, VContainer, Newtonsoft.Json are not indexed (third-party, not Unity packages)


See Also

unreal-api-mcp: same concept for Unreal Engine (C++), with weekly auto-built databases per UE version.

Contact

Need a custom MCP server for your engine or framework? I build MCP tools that cut token waste and prevent hallucinations for AI-assisted game development. If you want something similar for your team's stack, reach out.

fuatcankoseoglu@gmail.com

License

MIT

Available Tools

5 tools
get_class_referenceA

Get a complete reference card for a Unity class — all public methods, properties, fields, and events.

Use this when you want to see everything available on a class at a glance.

Args: class_name: Class name with or without namespace. Examples: "Rigidbody", "Tilemap", "InputAction", "SceneManager"

ParametersJSON Schema
NameRequiredDescriptionDefault
class_nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.8/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are supplied, so the description carries the full behavioral burden. It discloses the shape of what comes back (all public methods, properties, fields, events), which is genuinely useful, but says nothing about failure modes (class not found), namespace ambiguity resolution, or output size for very large classes.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The purpose and usage sentence are front-loaded and waste no words. The Args block restates the parameter name but adds real format guidance and examples, so it earns its place reasonably well, though the structure is slightly boilerplate.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With an output schema present, the description need not explain return values, and the single required parameter is well covered. For a simple read-only lookup this is close to complete; only edge-case behavior (missing class, ambiguous namespace) is unaddressed.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate, and it does: it specifies that class_name accepts a name with or without a namespace and gives four concrete examples (Rigidbody, Tilemap, InputAction, SceneManager). That is meaningfully more than the schema's bare 'string' type.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description states a specific verb and resource ('Get a complete reference card for a Unity class') and enumerates the returned members (public methods, properties, fields, events), so the agent knows exactly what this tool produces. It does not explicitly contrast itself with siblings like get_method_signature or search_unity_api, which keeps it from a 5.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

It gives clear context for use — 'Use this when you want to see everything available on a class at a glance' — which implicitly separates it from the narrower get_method_signature. No explicit when-not-to-use or named alternatives are provided, so it falls short of a 5.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_deprecation_warningsA

Check whether a Unity class, method, or property is deprecated, and find the replacement.

Use this before using any API you suspect might be outdated. Catches common mistakes like using FindObjectOfType (deprecated) instead of FindAnyObjectByType.

Args: name: Class or member name to check. Examples: "WWW", "FindObjectOfType", "GUIText", "UnityEngine.Component.BroadcastMessage"

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.8/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full behavioral burden. It implies a safe lookup and shows that short and fully-qualified names are both accepted, but it never states matching behavior (exact vs. partial), what happens when the name is unknown, or that the call has no side effects.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Purpose and the usage cue are front-loaded, and the Args block is compact and example-driven. The section header formatting is slightly heavier than needed for a single parameter, but nothing is wasted.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The tool is simple, has one parameter, and ships an output schema, so return values need no explanation; the description covers purpose, usage timing, and input format. Only edge-case behavior for names that aren't found or are ambiguous is missing.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate, and it does reasonably: "name: Class or member name to check" plus four concrete examples ("WWW", "FindObjectOfType", "UnityEngine.Component.BroadcastMessage") clarify accepted name forms and qualification levels.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource: check whether a Unity class/method/property is deprecated and find the replacement. That is clear and concrete, but it never differentiates itself from siblings like get_class_reference or search_unity_api, which could plausibly also surface deprecation information.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

"Use this before using any API you suspect might be outdated" gives a clear trigger condition and the FindObjectOfType/FindAnyObjectByType example makes it concrete. It stops short of naming alternatives or stating when not to use it (e.g., when a full class reference lookup is already needed).

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_method_signatureA

Look up the exact signature of a Unity API member by fully-qualified name.

Use this when you know the specific API (e.g. from autocomplete or docs reference) and need its exact parameters, return type, and deprecation status.

Args: fqn: Fully-qualified name, e.g. "UnityEngine.Physics.Raycast" or "UnityEngine.SceneManagement.SceneManager.LoadScene" Method overloads include params: "UnityEngine.Physics.Raycast(UnityEngine.Ray)"

ParametersJSON Schema
NameRequiredDescriptionDefault
fqnYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.8/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

There are no annotations, so the description carries the full burden. It does disclose useful behavior: what is returned (parameters, return type, deprecation status) and that overloads are disambiguated by including parameter types in the fqn. However, it says nothing about failure behavior for unknown or malformed names, ambiguity resolution, or caching/rate characteristics.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The core purpose and usage condition are front-loaded in the first two lines, before the argument detail. The Args block is reasonably tight, though the trailing overload note sits awkwardly outside the fqn entry and the stripped-in example formatting adds some visual noise.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

With an output schema present, the return format need not be detailed, yet the description still names the three returned facets helpfully. The single required parameter is fully explained. Only edge-case behavior for unresolvable or overload-ambiguous names is missing, which is minor for a lookup tool.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0% for the single fqn parameter, so the description must compensate, and it largely does: it defines the format, gives two concrete examples, and explains the non-obvious overload convention ('UnityEngine.Physics.Raycast(UnityEngine.Ray)'). It stops short of stating case sensitivity or whether partial/namespace-less names are accepted.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb and resource: 'Look up the exact signature of a Unity API member by fully-qualified name.' The qualifier 'when you know the specific API' implicitly separates it from search_unity_api and get_class_reference, but no sibling is named explicitly, so the differentiation is inferential rather than stated.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Gives clear usage context ('when you know the specific API (e.g. from autocomplete or docs reference)') and states what it is used to obtain (exact parameters, return type, deprecation status). No explicit when-not condition or named alternative, keeping it short of a 5.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

get_namespaceA

Find the correct namespace and using directive for a Unity class or member.

Use this when you need to know which namespace to import for a Unity type.

Args: name: Class or member name, e.g. "SceneManager", "NavMeshAgent", "Rigidbody"

ParametersJSON Schema
NameRequiredDescriptionDefault
nameYes

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.9/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full disclosure burden. It does state the return content (namespace plus using directive) and implies a read-only lookup, but says nothing about behavior when the name is ambiguous, not found, or a member of multiple types.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with purpose and usage in the first two sentences, then a compact Args block. The Args line slightly restates the schema's parameter name, but the added examples earn their place.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

An output schema exists, so return-value explanation is not required; between the purpose, the when-to-use sentence, and the parameter examples, an agent has everything needed to call this single-parameter lookup correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate, and it does: it defines 'name' as a class or member name and supplies three concrete Unity examples ('SceneManager', 'NavMeshAgent', 'Rigidbody') that clarify the expected input shape.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb ('Find') and a precise resource ('the correct namespace and using directive for a Unity class or member'), which an agent can act on without opening the schema. It does not explicitly differentiate itself from siblings like get_class_reference or search_unity_api, so it stops short of a 5.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Explicitly names the triggering condition: 'Use this when you need to know which namespace to import for a Unity type.' That is clear context for invocation, but it offers no exclusions or named alternatives among the sibling tools (e.g. when to prefer search_unity_api instead).

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

search_unity_apiA

Search Unity API documentation by keyword.

Use this to find Unity classes, methods, properties, and fields. Returns ranked results with summaries.

Args: query: Search terms (e.g. "Physics Raycast", "SceneManager load", "Transform position") n_results: Max results to return (default 5, max 20) member_type: Optional filter — "type", "method", "property", "field", or "event"

ParametersJSON Schema
NameRequiredDescriptionDefault
queryYes
n_resultsNo
member_typeNo

Output Schema

ParametersJSON Schema
NameRequiredDescription
resultYes

TDQS

A3.6/5.0
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the burden, but this is a low-risk read operation and it does disclose that results are ranked and include summaries. It omits anything about indexing scope, freshness, or empty-result behavior. Since an output schema exists, the return shape need not be spelled out, keeping this at an adequate 3.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Front-loaded with the purpose, then the usage line, then a tight Args block. Every line contributes, and the parameter lines earn their space by carrying enum/limit information absent from the schema.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness4/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a 3-parameter read-only search with an output schema already describing the response, the description covers purpose, usage, and all parameter meanings. A note on exact vs keyword matching or result ordering would close the last gap.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 0%, so the description must compensate and it largely does: it adds example queries, the "max 20" bound on n_results (the schema only shows default 5), and the enumerated member_type values ("type", "method", "property", "field", "event") that the schema lacks entirely. Only the exact matching semantics of query are left unstated.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

States a specific verb ("Search") and resource ("Unity API documentation") plus the object domain (classes, methods, properties, fields). It does not explicitly name or contrast against siblings like get_class_reference or get_method_signature, so an agent must infer that this is the keyword-discovery path versus their name-lookup path.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

"Use this to find Unity classes, methods, properties, and fields" implies usage (discovery when you don't have an exact identifier) but never states when to prefer it over the get_* siblings or any exclusions. Enough to orient, not enough to route decisively.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

Tool Schema Changelog

Recent tool additions, removals, and schema changes observed during successful MCP inspections.

  1. 5 tool updatesv2.1.1
    • First observedget_class_reference
    • First observedget_deprecation_warnings
    • First observedget_method_signature
    • First observedget_namespace
    • First observedsearch_unity_api

TDQS

A3.9/5.0

Scored across 5 tools

Disambiguation4/5

Each tool has a discernible niche: search_unity_api is keyword-based fuzzy lookup, get_class_reference returns a full class card, get_method_signature resolves a precise FQN, get_namespace maps a type to its using directive, and get_deprecation_warnings checks obsolescence. The main overlap is that get_method_signature already surfaces deprecation status and search can return members, but input-shape differences keep boundaries mostly clear.

Naming Consistency5/5

All tools follow a predictable verb_noun pattern: get_class_reference, get_deprecation_warnings, get_method_signature, get_namespace, with search_unity_api as the single search verb. The convention is uniform and readable throughout.

Tool Count5/5

Five tools is well-scoped for a documentation/API-lookup server. Each tool covers a distinct lookup mode (class card, signature, namespace, deprecation, keyword search) and none feels like filler.

Completeness4/5

The surface covers the core reference needs: finding classes/members, exact signatures, namespaces, and deprecation. Minor gaps exist such as inheritance hierarchy or example/usage lookup, but agents can work around these with the existing tools.

Maintenance

ActivityMaintained
ResponsivenessUnresponsive

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