unity-mcp-server
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TDQS
Scored across 34 tools
Most tools target distinct resources and actions, and the descriptions actively cross-reference each other (e.g. find_gameobjects vs get_hierarchy). Minor overlap exists in the get_project_info / get_scene_info / get_play_mode cluster, since project_info already returns scene and play-mode state, and refresh_assets vs import_asset both trigger reimports.
Every tool uses the unity_ prefix with a consistent verb_noun snake_case pattern (get_, set_, create_, delete_, list_, find_, read_, update_, clear_, apply_). No camelCase mixing or inconsistent verb styles; highly predictable.
34 tools is heavy and sits above the comfortable 3-15 range, spanning scene, GameObject, component, script, asset, console, code-execution, and a game-drive loop. Each tool is individually justified, but the surface is broad enough that discoverability and context cost suffer.
Strong lifecycle coverage: GameObject create/delete/transform, components add/set, scripts create/read/update, assets list/deps, console, play mode, and code execution. Gaps include no scene open/create/load, no component removal, no script/asset deletion, and no prefab creation, though agents can often work around these.