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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

/architecture-decision

Create an Architecture Decision Record (ADR)

/asset-audit

Audit assets for naming, file sizes, and orphaned references

/balance-check

Analyze game balance data for outliers and degenerate strategies

/brainstorm

Guided game concept ideation with structured techniques

/bug-report

Structured bug reports with reproduction steps and severity

/changelog

Auto-generate changelog from git history

/code-review

Architectural and quality code review for Unity C#

/design-review

Review game design docs for completeness and balance

/estimate

Task effort estimation with complexity analysis

/hotfix

Emergency fix workflow with audit trail

/map-systems

Decompose a game concept into systems with dependency mapping

/perf-profile

Structured performance profiling with budgets

/playtest-report

Generate or analyze structured playtest reports

/prototype

Rapid prototyping — validate a mechanic with throwaway code

/reverse-document

Generate design/architecture docs from existing code

/scope-check

Analyze a feature for scope creep

/sprint-plan

Generate or update a sprint plan from the project backlog

/tech-debt

Scan codebase for technical debt (TODO, FIXME, HACK)

16-Document Knowledge Base

Comprehensive Unity reference documentation covering:

  1. Project Architecture — Assembly definitions, 4-layer pattern, bootstrapper

  2. ScriptableObjects — Event channels, runtime sets, data-driven design

  3. Design Patterns — Observer, Command, State Machine, Object Pool, Singleton, Factory

  4. DOTS/ECS — Entity Component System, Burst, Jobs, decision frameworks

  5. Architecture by Genre — RPG, 2D platformer, multiplayer, roguelike patterns

  6. Mobile Optimization — Profiling, pooling, NonAlloc APIs, compression

  7. Core Gameplay Systems — Combat, progression, economy, meta-progression

  8. UI/UX — UI Stack, MVP/MVVM, Canvas splitting, virtualized lists

  9. Dependency Injection & Testing — VContainer vs Zenject, NUnit, testing pyramid

  10. AI-Assisted Workflow — MCP patterns, known limitations, best practices

  11. Asset Pipeline & Addressables — Sprite Atlas, texture/audio compression

  12. Procedural Content & Balancing — Generation algorithms, mathematical balancing

  13. Audio & VFX — Audio design, Wwise, VFX Graph best practices

  14. Save System & Meta-Progression — Serialization, progression tracking

  15. Publishing & Live Ops — Store requirements, analytics, monetization

  16. 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

  1. Clone or download this repository

  2. In Unity, go to Window > Package Manager

  3. Click + > Add package from disk...

  4. Select the package.json at the root of this repository

  5. Build the Agent SDK Server:

    cd Server~
    npm install
    npm run build
  6. On first import, the package automatically copies .claude/, knowledge-base/, and CLAUDE.md to your project root

First Launch

The MCP server starts automatically when the Unity Editor loads. To use the integrated chat:

  1. Open Window > MCP Game Deck Chat

  2. The Agent SDK server starts automatically (or run npm start in Server~/)

  3. Start chatting — Claude now has full access to your Unity project

To use with Claude Code CLI instead:

  1. Navigate to your Unity project root

  2. Run claude — the CLAUDE.md instructs Claude on available tools

  3. Claude 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 tracking

The 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

8090

Port for the C# MCP HTTP server

Agent Port

9100

Port for the Agent SDK WebSocket server

Host

localhost

Hostname the MCP server binds to

Request Timeout

30s

Timeout for tool execution

Auto Start

true

Auto-start servers when the Chat window opens

Default Model

claude-sonnet-4-6

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 documents

Requirements

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 BedinGitHub


-
security - not tested
A
license - permissive license
-
quality - not tested

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