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Related Servers

Alternatives to UnityMCP

No user-submitted related servers found.

    Related Servers

    • A
      license
      Not graded
      quality
      A
      maintenance
      Enables MCP-compatible AI agents to connect to a Unity/Tuanjie editor's Codely Bridge to inspect project state and perform editor operations such as managing GameObjects and assets, executing C# snippets, reading the console, and taking screenshots.
      26 npm
      7
      MIT
    • A
      license
      A
      quality
      B
      maintenance
      Enables MCP clients to inspect and modify a live Unity 6 Editor over stdio, handling scenes, GameObjects, components, scripts, prefabs, assets, console logs, and play-mode control. It also supports sandboxed C# execution and remote input hooks for AI-driven self-play and game-state snapshots.
      34
      385 npm
      MIT
    • A
      license
      Not graded
      quality
      A
      maintenance
      Enables AI agents to drive the Unity Editor directly over HTTP, including scene and asset editing, diagnostics, play mode control, code execution, input simulation, and builds, with no separate MCP server process.
      336
      MIT

    TDQS

    D1.9/5.0

    Scored across 41 tools

    Disambiguation2/5

    The tool set has several fuzzy boundaries: select_bridge, bind_bridge, and bridge_admin all manage bridge connection/binding state; observe_evidence, verify_assertions, capture_screenshot, and the observe_* tools overlap in evidence gathering; and escalate_via_click wraps simulate_click. Many tools also have empty descriptions, which makes distinguishing intended use harder for an agent.

    Naming Consistency4/5

    Tool names are consistently snake_case, which is a strong baseline. There are minor deviations in verb style and noun-only names (e.g. human_collab_gate, bridge_admin) alongside verb-led names, but the pattern remains readable.

    Tool Count2/5

    With 41 tools, the server is well above the typical well-scoped range and includes many niche operations for camera/entity/effect/window observation, recording/replay, verification, and bridge management. These could likely be consolidated into fewer, clearer tools without losing capability.

    Completeness4/5

    The surface covers a broad Unity automation lifecycle: scene/playmode control, UI inspection and input simulation, screenshots, console logs, Lua/C# execution, assertions, recording/replay, and bridge management. Direct CRUD-style operations for game objects/assets are limited, but lua_eval and run_method provide escape hatches for many missing operations.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues