VMFramework MCP
Provides tools for managing game prefabs, UI panels, bind objects, and general settings within Unity's VMFramework editor workflows.
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In the chat, type
@followed by the MCP server name and your instructions, e.g., "@VMFramework MCPList all available game prefab types."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
VMFramework MCP
VMFramework MCP is an Editor-only Unity package that adds VMFramework-aware project tools to VM Unity MCP. It works with VMFramework's public concepts—GamePrefabs, GeneralSettings, GameTags, UI panels, containers, and properties—instead of asking callers to edit internal serialized fields.
The tools join VM Unity MCP's project-bound canonical catalog. One companion server connection binds immutably to one project and publishes the complete typed catalog on its first successful tool list. Search and exact contract inspection operate on that already-advertised surface, so project-specific tools never leak across connections.
Installation
VMFramework MCP is an optional extension for projects that already use VMFramework. First complete the base VM Unity MCP and MCP host setup, including its health check. This package reuses that same server connection and does not require another Codex, Claude Desktop, or other MCP host entry.
Requirements
Unity 6000.4 or newer.
com.vm233.unity-mcp10.x. The package contract requires 10.0.0 or newer in that major line; the current matching release is 10.0.13.The VMFramework, VMCore, VM Odin Extensions, and Unity Localization dependencies declared by
package.json.
The project must already resolve the VMFramework dependency stack from its own
Packages/manifest.json or configured registry. Follow the
VMFramework installation guide
for the base framework; this extension does not duplicate those Git pins.
Add the package
In Unity, open Window > Package Manager, choose Add package from git URL..., and enter:
https://github.com/VM233/VMFramework-MCP.git#v5.1.0For an immutable project pin, use the release's full commit SHA in
Packages/manifest.json:
"com.vm233.vmframework-mcp": "https://github.com/VM233/VMFramework-MCP.git#3463cab5f5018ecfd7b9bc5414293c03f2b4c1dd"Let Package Manager update Packages/packages-lock.json; do not edit
Library/PackageCache or embed the package.
Verify the extension
After Unity finishes resolving and compiling packages, reconnect the MCP host
if it had already published the project's tool list. Call
unity_tools_search with moduleId: vmframework, inspect one exact result with
unity_tools_get, and call that advertised typed tool directly. The extension
is installed correctly when its tools appear in the same project-bound catalog
as the base Unity tools.
Related MCP server: Registry Browser MCP
Project tools
Use the companion server's unity_tools_search with intent or
moduleId: vmframework, then unity_tools_get to inspect one exact result.
Call the advertised typed tool directly with its published schema. The package
currently publishes these capability families:
effective configuration and GeneralSettings discovery;
GamePrefab type discovery, search, config querying, inspection, creation, and atomic update;
UI panel, bind-object, container-panel, and VisualElementPath inspection;
PropertyManager reads, runtime writes, and bounded traces;
GameTag listing, localized upsert, and validation.
owner-scoped runtime GameItem sessions with placement, properties, optional project-domain faction setup, Panel binding, and token cleanup;
runtime Panel lifecycle, binding, actual visibility, and OnOpen/OnPostClose waits;
Procedure state waits and Logic Tick query/control;
one-shot runtime GameItem inspection;
generic wrapper/GamePrefab/Prefab/component/GameTag/localization/dependency and reverse-reference tracing.
Catalog capability flags are presence-only strings in tags; missing tags mean
false. Exact asset/runtime effects remain in sideEffects, while dynamic tool
results such as actual visibility, a failed wait match, or a tick that was not
advanced remain explicit booleans because false is meaningful runtime data.
The runtime GameItem domain adapter is the only extension point for project facts that VMFramework does not own. Project implementations must read and mutate authoritative gameplay components; names, tags, Prefab paths, hierarchy, and UI state are not valid proxies for faction, abilities, or lifecycle.
Long waits and reverse-reference scans use runAsJob=true. Poll the returned Job
with jobs/get, cancel it through jobs/cancel, and call jobs/cleanup only
when the Job reports an available cleanup token. Session creation also accepts a
sessionKey; reusing it is valid only when every create argument matches.
Single-panel UI tools require exactly one panelID or prefabPath.
vmframework/validate-visual-element-paths additionally accepts
allPanels: true to audit every registered panel and standalone UIPanel
prefab. Aggregate results are globally paginated and report missing prefabs,
missing VisualTreeAssets, invalid panels, and invalid paths separately. Paths
disabled by a resolvable Odin ShowIf or HideIf condition are excluded
because they are not part of the component's active configuration.
All schemas reject unknown business arguments. Selectors, paths, IDs,
transaction operations, dryRun, overwrite choices, and registration choices
remain explicit per request.
GamePrefab authoring now has one directly composable data product:
vmframework.game-prefab-ref. vmframework/add-game-prefab and
vmframework/find-game-prefab produce that reference;
vmframework/inspect-game-prefab and vmframework/update-game-prefab require
it; update returns the verified current reference. Search with fromTool or
toTool in the companion server to obtain the exact result-to-input JSON
pointer binding, then pass the reference object between the two ordinary tools
directly. The package does not expose a generic chain executor or accept a
forwarded JSON string. Discovery fails closed when a matching wrapper is not
registered to exactly one type-compatible GamePrefabGeneralSetting; consumers
revalidate the same registration before reading or mutating it.
vmframework/query-game-prefab-configs keeps selection and projection
separate. id, filter, and gamePrefabType select identity and an assignable
framework type; gameTagsAll, gameTagsAny, gameTagsNone, hasName, and
hasDescription compose content filters. fields explicitly selects
gameTags, name, or description, while locales narrows localized values.
Every row still carries vmframework.game-prefab-ref, so callers can pass one
match to inspect-game-prefab for the complete bounded serialized object.
Omitting fields produces the minimal identity-only page; the bulk query does
not duplicate the full-object inspector.
Consumer projects supply their own type names and GameTag ids. For example, a project can request one locale of names for any type/tag combination without the package defining what that type or tag means:
{
"gamePrefabType": "<full GamePrefab type>",
"gameTagsAll": ["<tag-id>"],
"hasName": true,
"fields": ["name"],
"locales": ["en-US"]
}vmframework/update-game-prefab supports semantic ID migration through a
root id set operation. Operation kinds are the typed values set, append,
insert, remove, and clear. The transaction validates and reads back the
new identity, returns it in gamePrefab, and includes previousId when the
identity changed.
The update snapshots wrapper and meta bytes before mutation. A successful
commit returns terminalState="committed" with SHA-256 commit evidence. On
failure, same-directory atomic replacement restores the baseline, Unity imports
it synchronously, and byte plus semantic readback must both pass before the tool
returns terminalState="rolled_back". Restoration failure is reported as
rollback_failed with the original and rollback errors kept separately.
Configuration
Effective defaults use this order:
explicit tool argument;
Project Settings > VMFramework MCP;Preferences > VMFramework MCPor the sharedPreferences > Unity MCPresult budget;package default.
ProjectSettings/VMFrameworkMCPSettings.json is team-owned and contains only
the GameTag validation coverage contract:
{
"schemaVersion": 1,
"gameTagValidation": {
"includeMissingTranslations": true,
"includeGamePrefabReferences": true
}
}Preferences > VMFramework MCP contains operator response choices:
GamePrefab inspection depth, per-collection item budget, optional update
snapshots, and the retained property-trace capacity.
Single-primary-collection tools reuse the optional result-limit override under
Preferences > Unity MCP > Tool Responses. VMFramework MCP does not duplicate
that preference.
Large or nondeterministic details stay request-owned and default off:
includeGamePrefabDetails;includeRuntime;includeValid;includeLocalizations;includeSnapshots;includeValidationonupsert-game-tag.
GamePrefab config-query projections are also request-owned through fields;
localized projections include every table locale unless locales narrows
them.
See Documentation~/configuration.md for the per-tool ownership audit and response rules.
Development
Run the package's EditMode tests through the advertised
unity_testing_run_package_tests tool or filter Unity Test Runner by
VMFrameworkMCP.FullRegression. The regression suite verifies the exact
VMFramework catalog, direct routes, operation metadata, strict schemas,
settings round-tripping, and GamePrefab/GameTag conversion behavior.
This package contains no runtime assembly.
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