MCP Game Deck
What is MCP Game Deck?
MCP Game Deck is a Unity Editor package that exposes your entire project to Claude Code through the Model Context Protocol (MCP). It is not an AI itself — it is the bridge that lets Claude Code see, create, modify, and inspect everything in your Unity Editor: scenes, GameObjects, prefabs, materials, scripts, builds, and more.
How it works: The package runs a custom MCP server inside the Unity Editor. Claude Code connects to it and gains access to 268 tools that control the editor. You talk to Claude Code, Claude Code talks to your Unity project.
What's included:
MCP Server — A custom C# HTTP server with 268 tools, 7 resources, and 5 prompts. Runs inside the Editor process. No external MCP libraries.
Intelligence Layer — 10 specialized agents, 18 slash commands, and a 16-document knowledge base that give Claude Code deep Unity domain expertise.
Chat UI — An optional EditorWindow (powered by Claude Agent SDK + Node.js) for chatting with Claude directly inside Unity.
Features
268 MCP Tools
Full programmatic control over the Unity Editor, organized into 37 categories:
Category | Count | Description |
ProBuilder | 35 | Mesh creation, extrusion, face/edge/vertex operations, UV editing, smoothing, merge, weld |
Graphics | 26 | Lightmap baking, reflection probes, light probes, URP volumes, post-processing, render stats |
Physics | 25 | Raycast, linecast, overlap, shape cast, rigidbody, joints, physics materials, collision matrix |
Camera | 20 | Camera creation, Cinemachine configuration (body, aim, noise, blend, lens, target, priority) |
Profiler | 16 | Start/stop profiling, memory snapshots, frame debugger, frame timing, performance counters |
Editor | 13 | Play/pause/stop, execute menu items, manage tags/layers, get editor state, preferences, undo |
Package | 13 | List, add, remove, embed, search packages; manage scoped registries; resolve, status |
Asset | 11 | Create, copy, move, rename, delete assets; inspect/set import settings; refresh AssetDatabase |
GameObject | 10 | Create, find, get, update, delete, duplicate, select, set parent, look-at, move relative |
Scene | 10 | Create, load, save, unload, delete scenes; get info/hierarchy; list scenes; frame objects |
UIToolkit | 9 | Create UXML/USS, attach documents, panel settings, get visual tree, inspect, read/update files |
Prefab | 8 | Create, instantiate, open, modify, save, close prefabs; get prefab info |
Script | 8 | Create, read, update, delete C# scripts; apply targeted edits; validate compilation |
Build | 6 | Build, batch build, get/set build settings, switch platform, manage build scenes |
Texture | 6 | Create, inspect, configure textures; apply gradients and procedural patterns |
Component | 5 | Add, get, update, remove, list components on GameObjects |
Reflect | 5 | Get type info, search types, call methods, get members, find methods via reflection |
ScriptableObject | 5 | Create, inspect, list, modify ScriptableObjects |
Screenshot | 4 | Capture Game view, Scene view, camera-specific, and multi-view screenshots |
Animation | 4 | Create clips, add keyframes, configure Animator controllers, get animation info |
Material | 4 | Create, update, assign materials; get shader properties |
Light | 4 | Create, configure, list lights |
Transform | 4 | Move, rotate, scale, get transform info |
UnityDocs | 4 | Get API docs, get manual pages, open documentation |
Console | 3 | Get logs, log messages, clear console |
Meta | 3 | List all tools, enable/disable tools |
NavMesh | 3 | Get NavMesh info, bake NavMesh |
Object | 3 | Get object data, modify objects by instance ID |
PlayerSettings | 3 | Get and set player settings (company, product, scripting backend) |
Selection | 3 | Get and set editor selection |
Shader | 3 | Inspect and list shaders |
Terrain | 3 | Create terrains, get terrain data |
Tests | 3 | Run EditMode/PlayMode tests, get test results |
Audio | 2 | Create and configure audio sources |
Ping | 2 | Server connectivity check |
Type | 2 | Get type schema for serialized types |
VFX | 2 | List and inspect particle systems |
7 MCP Resources
Read-only access to live project state:
Resource | Description |
Assets | List project assets filtered by type (Prefab, Material, ScriptableObject, etc.) |
Console Logs | Recent console entries with timestamps and stack traces |
GameObject | Full detail on any GameObject — transform, components, properties, children |
Menu Items | Available Editor menu items |
Packages | All installed Unity packages with metadata |
Scenes Hierarchy | Complete hierarchy of all loaded scenes |
Tests | Available test assemblies and scripts |
5 Workflow Prompts
Structured templates for common multi-step workflows:
build-pipeline — Configure and execute single or multi-platform builds
gameobject-handling-strategy — Best practices for creating and organizing GameObjects
prefab-workflow — Prefab creation, editing, and management
scene-setup — Scene organization with proper lighting, camera, and structure
ui-toolkit-workflow — UI Toolkit patterns with UXML, USS, and C# backing
10 Specialized AI Agents
Domain experts with deep knowledge and access to all MCP tools:
Agent | Expertise |
unity-specialist | Architecture decisions, Unity APIs, MonoBehaviour vs DOTS, platform builds |
unity-ui-specialist | UI Toolkit (UXML/USS), data binding, runtime UI performance, input handling |
unity-shader-specialist | Shader Graph, custom HLSL, VFX Graph, URP customization, post-processing |
unity-dots-specialist | ECS architecture, Jobs system, Burst compiler, hybrid renderer |
unity-addressables-specialist | Asset groups, async loading, memory management, content catalogs |
gameplay-programmer | Game mechanics, player systems, combat, input, state machines |
systems-designer | Combat formulas, progression curves, crafting recipes, balance math |
technical-artist | Shaders, VFX, rendering optimization, art pipeline |
performance-analyst | Profiling, memory analysis, frame time budgets, bottlenecks |
qa-lead | Test strategy, bug triage, release quality gates, regression planning |
18 Slash Commands
Quick-access structured workflows:
Command | Description |
| Create an Architecture Decision Record (ADR) |
| Audit assets for naming, file sizes, and orphaned references |
| Analyze game balance data for outliers and degenerate strategies |
| Guided game concept ideation with structured techniques |
| Structured bug reports with reproduction steps and severity |
| Auto-generate changelog from git history |
| Architectural and quality code review for Unity C# |
| Review game design docs for completeness and balance |
| Task effort estimation with complexity analysis |
| Emergency fix workflow with audit trail |
| Decompose a game concept into systems with dependency mapping |
| Structured performance profiling with budgets |
| Generate or analyze structured playtest reports |
| Rapid prototyping — validate a mechanic with throwaway code |
| Generate design/architecture docs from existing code |
| Analyze a feature for scope creep |
| Generate or update a sprint plan from the project backlog |
| Scan codebase for technical debt (TODO, FIXME, HACK) |
16-Document Knowledge Base
Comprehensive Unity reference documentation covering:
Project Architecture — Assembly definitions, 4-layer pattern, bootstrapper
ScriptableObjects — Event channels, runtime sets, data-driven design
Design Patterns — Observer, Command, State Machine, Object Pool, Singleton, Factory
DOTS/ECS — Entity Component System, Burst, Jobs, decision frameworks
Architecture by Genre — RPG, 2D platformer, multiplayer, roguelike patterns
Mobile Optimization — Profiling, pooling, NonAlloc APIs, compression
Core Gameplay Systems — Combat, progression, economy, meta-progression
UI/UX — UI Stack, MVP/MVVM, Canvas splitting, virtualized lists
Dependency Injection & Testing — VContainer vs Zenject, NUnit, testing pyramid
AI-Assisted Workflow — MCP patterns, known limitations, best practices
Asset Pipeline & Addressables — Sprite Atlas, texture/audio compression
Procedural Content & Balancing — Generation algorithms, mathematical balancing
Audio & VFX — Audio design, Wwise, VFX Graph best practices
Save System & Meta-Progression — Serialization, progression tracking
Publishing & Live Ops — Store requirements, analytics, monetization
Case Studies — 12 real games analyzed, 10 recurring architectural patterns
Getting Started
Prerequisites
Claude Code — This package is designed to work with Claude Code. Install Claude Code
Unity 6 (6000.0 or later)
Node.js 18+ (required for the Agent SDK Server and Chat UI)
Claude API key (for Claude Code and the integrated Chat UI)
Installation
Clone or download this repository
In Unity, go to Window > Package Manager
Click + > Add package from disk...
Select the
package.jsonat the root of this repositoryBuild the Agent SDK Server:
cd Server~ npm install npm run buildOn first import, the package automatically copies
.claude/,knowledge-base/, andCLAUDE.mdto your project root
First Launch
The MCP server starts automatically when the Unity Editor loads. To use the integrated chat:
Open Window > MCP Game Deck Chat
The Agent SDK server starts automatically (or run
npm startinServer~/)Start chatting — Claude now has full access to your Unity project
To use with Claude Code CLI instead:
Navigate to your Unity project root
Run
claude— the CLAUDE.md instructs Claude on available toolsClaude will connect to the MCP server on port
8090
How It Works
Unity Editor
|
|-- MCP Server (C# HTTP, port 8090)
| |-- 268 Tools ......... create, modify, inspect editor state
| |-- 7 Resources ....... read-only project data
| '-- 5 Prompts ......... structured workflow templates
|
|-- Chat UI (EditorWindow, UI Toolkit)
| '-- WebSocket client -> Agent SDK Server
|
'-- Agent SDK Server (Node.js, port 9100)
|-- Claude API integration
|-- MCP proxy -> forwards tool calls to C# server
'-- Session management & cost trackingThe MCP server runs inside the Unity Editor process with zero external dependencies. All tool calls that touch Unity APIs execute on the main thread via an internal dispatcher. The server automatically stops during assembly reload and play mode transitions.
Configuration
Settings are stored in ProjectSettings/GameDeckSettings.json and editable via Project Settings > MCP Game Deck.
Setting | Default | Description |
MCP Port |
| Port for the C# MCP HTTP server |
Agent Port |
| Port for the Agent SDK WebSocket server |
Host |
| Hostname the MCP server binds to |
Request Timeout |
| Timeout for tool execution |
Auto Start |
| Auto-start servers when the Chat window opens |
Default Model |
| Claude model used by the Agent SDK |
Project Structure
mcp-game-deck/
|-- package.json Unity package manifest
|-- CLAUDE.md AI context file (copied to user project)
|-- README.md This file
|
|-- Editor/ C# editor-only code
| |-- MCP/ Custom MCP framework
| | |-- Attributes/ [McpTool], [McpToolType], [McpResource], [McpPrompt]
| | |-- Models/ ToolResponse, ResourceResponse, McpToolInfo
| | |-- Discovery/ Reflection-based tool/resource/prompt discovery
| | |-- Registry/ In-memory registries for tools, resources, prompts
| | |-- Server/ TCP/HTTP server, JSON-RPC 2.0 handler
| | '-- Utils/ MainThreadDispatcher, JsonHelper, McpLogger
| |-- Tools/ 268 MCP tools (37 categories)
| |-- Resources/ 7 MCP resources
| |-- Prompts/ 5 MCP prompts
| |-- ChatUI/ Integrated chat EditorWindow
| |-- Settings/ Project settings UI and persistence
| '-- Utils/ PackageSetup, helpers
|
|-- Server~/ Agent SDK Server (TypeScript, ~ = ignored by Unity)
| |-- src/ Source files
| |-- dist/ Compiled output
| '-- package.json Node.js dependencies
|
|-- .claude/ AI intelligence layer
| |-- agents/ 10 specialized agent definitions
| '-- skills/ 18 slash command definitions
|
'-- knowledge-base/ 16 Unity reference documentsRequirements
Requirement | Version |
Claude Code | Latest |
Unity | 6000.0+ (Unity 6) |
Node.js | 18+ |
npm | 9+ |
Platform | Windows, macOS, Linux |
License
This project is licensed under the MIT License.
Author
Ramon Bedin — GitHub
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