vrc-mcp-proxy
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| VRC_MCP_PROXY_DISABLE | No | Comma- or space-separated list of behavior names to disable (e.g., 'read_console_strip,canary') |
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
| logging | {} |
| prompts | {
"listChanged": false
} |
| resources | {
"subscribe": false,
"listChanged": false
} |
| extensions | {
"io.modelcontextprotocol/ui": {}
} |
| experimental | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| debug_request_contextA | Return the current FastMCP request context details (client_id, session_id, and meta dump). |
| execute_codeA | Execute arbitrary C# code inside the Unity Editor. The code runs as a method body with access to UnityEngine and UnityEditor namespaces. Use 'return' to send data back. Compiled in-memory — no script files created. Actions: execute (run code), get_history (list past executions), replay (re-run a history entry), clear_history. NOTE: safety_checks blocks known dangerous patterns but is not a full sandbox. Compiler options: 'auto' (Roslyn if available, else CodeDom), 'roslyn' (C# 12+, requires Microsoft.CodeAnalysis), 'codedom' (C# 6 only). |
| execute_menu_itemB | Execute a Unity menu item by path. |
| find_gameobjectsA | Search for GameObjects in the scene by name, tag, layer, component type, or path. Returns instance IDs only (paginated). Then use mcpforunity://scene/gameobject/{id} resource for full data, or mcpforunity://scene/gameobject/{id}/components for component details. For CRUD operations (create/modify/delete), use manage_gameobject instead. |
| manage_assetA | Performs asset operations (import, create, modify, delete, etc.) in Unity. Tip (payload safety): for |
| manage_cameraA | Manage cameras (Unity Camera + Cinemachine). Works without Cinemachine using basic Camera; unlocks presets, pipelines, and blending when Cinemachine is installed. Use ping to check Cinemachine availability. SETUP:
CAMERA CREATION:
CAMERA CONFIGURATION:
EXTENSIONS:
CAMERA CONTROL:
CAPTURE:
|
| manage_editorA | Controls and queries the Unity editor's state and settings. Read-only actions: telemetry_status, telemetry_ping. Modifying actions: play, pause, stop, set_active_tool, add_tag, remove_tag, add_layer, remove_layer, deploy_package, restore_package, undo, redo. For prefab editing (open/save/close prefab stage), use manage_prefabs. deploy_package copies the configured MCPForUnity source folder into the project's installed package location (triggers recompile, no confirmation dialog). restore_package reverts to the pre-deployment backup. undo/redo perform Unity editor undo/redo and return the affected group name. |
| manage_gameobjectA | Performs CRUD operations on GameObjects. Actions: create, modify, delete, duplicate, move_relative, look_at. NOT for searching — use the find_gameobjects tool to search by name/tag/layer/component/path. NOT for component management — use the manage_components tool (add/remove/set_property) or mcpforunity://scene/gameobject/{id}/components resource (read). |
| manage_packagesA | Manage Unity packages: query, install, remove, embed, and configure registries. QUERY (read-only):
INSTALL/REMOVE:
REGISTRIES:
UTILITY:
|
| manage_sceneA | Performs CRUD operations on Unity scenes. Read-only actions: get_hierarchy, get_active, get_build_settings, get_loaded_scenes, scene_view_frame. Modifying actions: create (with optional template), load (with optional additive flag), save, close_scene, set_active_scene, move_to_scene, validate (with optional auto_repair). For build settings management (add/remove/enable scenes), use manage_build(action='scenes'). For screenshots, use manage_camera (screenshot, screenshot_multiview actions). |
| refresh_unityA | Request a Unity asset database refresh and optionally a script compilation. Can optionally wait for readiness. |
| read_consoleA | Gets messages from or clears the Unity Editor console. Defaults to 10 most recent entries. Use page_size/cursor for paging. Note: For maximum client compatibility, pass count as a quoted string (e.g., '5'). The 'get' action is read-only; 'clear' modifies ephemeral UI state (not project data). |
| set_active_instanceA | Set the active Unity instance for this client/session. Accepts Name@hash, hash prefix, or port number (stdio only). |
| unity_reflectA | Inspect Unity's live C# API via reflection. Use this to verify that classes, methods, and properties exist before writing C# code — training data may be wrong or outdated. Actions:
|
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
| editor_state | Canonical editor readiness snapshot. Includes advice and server-computed staleness. URI: mcpforunity://editor/state |
| editor_active_tool | Currently active editor tool (Move, Rotate, Scale, etc.) and transform handle settings. URI: mcpforunity://editor/active-tool |
| cameras | List all cameras in the scene (Unity Camera + CinemachineCamera) with status. Includes Brain state, Cinemachine camera priorities, pipeline components, follow/lookAt targets, and Unity Camera info. URI: mcpforunity://scene/cameras |
| gameobject_api | Documentation for GameObject resources. Use find_gameobjects tool to get instance IDs, then access resources below. URI: mcpforunity://scene/gameobject-api |
| project_layers | All layers defined in the project's TagManager with their indices (0-31). Read this before using add_layer or remove_layer tools. URI: mcpforunity://project/layers |
| menu_items | Provides a list of all menu items. URI: mcpforunity://menu-items |
| prefab_api | Documentation for Prefab resources. Use manage_asset action=search filterType=Prefab to find prefabs, then access resources below. URI: mcpforunity://prefab-api |
| editor_prefab_stage | Current prefab editing context if a prefab is open in isolation mode. Returns isOpen=false if no prefab is being edited. URI: mcpforunity://editor/prefab-stage |
| project_info | Static project information including root path, Unity version, and platform. This data rarely changes. URI: mcpforunity://project/info |
| renderer_features | Lists all URP renderer features on the active renderer with type, name, and active state. |
| rendering_stats | Snapshot of rendering performance statistics (draw calls, batches, triangles, frame time, etc.). |
| editor_selection | Detailed information about currently selected objects in the editor, including GameObjects, assets, and their properties. URI: mcpforunity://editor/selection |
| project_tags | All tags defined in the project's TagManager. Read this before using add_tag or remove_tag tools. URI: mcpforunity://project/tags |
| get_tests | Provides the first page of Unity tests (default 50 items). For filtering or pagination, use the run_tests tool instead. URI: mcpforunity://tests |
| tool_groups | Available tool groups and their tools. Use manage_tools to activate/deactivate groups per session. URI: mcpforunity://tool-groups |
| unity_instances | Lists all running Unity Editor instances with their details. URI: mcpforunity://instances |
| volumes | Lists all Volume components in the active scene with their profiles, effects, and settings. |
| editor_windows | All currently open editor windows with their titles, types, positions, and focus state. URI: mcpforunity://editor/windows |
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