UnityMCP
Related Servers
Alternatives to UnityMCP
No user-submitted related servers found.
Related Servers
- AlicenseNot gradedqualityAmaintenanceUnity Editor automation bridge for AI agents and MCP clients, enabling inspection, control, and diagnostics of the Editor.MIT
- AlicenseNot gradedqualityAmaintenanceEnables 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 npm7MIT
- AlicenseAqualityBmaintenanceEnables 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.34385 npmMIT
- AlicenseNot gradedqualityCmaintenanceEnables AI agents to control the Unity Editor through MCP, allowing scene building, runtime scripting, visual QA, and more.5Apache 2.0
- FlicenseNot gradedqualityDmaintenanceEnables AI clients to interact with and control the Unity Editor through a Python MCP server bridge, allowing natural language-based Unity project manipulation.-
- AlicenseNot gradedqualityAmaintenanceEnables 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.336MIT
TDQS
Scored across 41 tools
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.
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.
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.
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.