unity-super-mcp
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<img src="https://raw.githubusercontent.com/aka-kika/unity-super-mcp/main/assets/logo.png" alt="Unity Super MCP" width="120" />
# Unity Super MCP
**One MCP server for Unity Gaming Services LiveOps, build-size analysis, and store compliance.**
[](LICENSE)
[](https://nodejs.org)
[](server.ts)
[](https://modelcontextprotocol.io)
[](https://unity.com/solutions/gaming-services)
<img src="https://raw.githubusercontent.com/aka-kika/unity-super-mcp/main/assets/demo.gif" alt="Unity Super MCP demo" width="700" />
</div>
An MCP server that gives an AI agent 15 tools over a Unity project: Unity Gaming Services LiveOps (Economy, Cloud Save, Cloud Code), build-size and bloat analysis, and store-compliance checks — one install instead of four.
> **Why this exists (read me first).** This was built in a single sitting to win a bet — whether an agent could usefully drive UGS end-to-end. This is the receipt. I build MCP servers and agent infrastructure; I am not a game developer and this is not a pivot into games. It's here as a demonstration of MCP tool design, not a maintained product.
Built entirely through a text-only chat with a mobile AI assistant (no file uploads, no IDE), then verified: the server type-checks clean and boots. Treat it as a reference implementation.
## Install
```bash
npx -y unity-super-mcp
```
<details>
<summary><b>Client config</b> — Claude / Cursor / Windsurf</summary>
```json
{
"mcpServers": {
"unity-super": {
"command": "npx",
"args": ["-y", "unity-super-mcp"],
"env": {
"UNITY_PROJECT_PATH": "/path/to/MyGame",
"UNITY_PROJECT_ID": "your-project-id",
"UNITY_SERVICE_KEY_ID": "your-key-id",
"UNITY_SERVICE_SECRET": "your-secret",
"UNITY_ENV_ID": "production"
}
}
}
}
```
</details>
No UGS credentials? Set only `UNITY_PROJECT_PATH` and you still get the 7 build/compliance tools. The UGS tools report "not configured" instead of failing.
## Tools
### 🎮 UGS LiveOps (8)
| Tool | What it does |
|---|---|
| `ugs_get_project_info` | Project + environment readout |
| `economy_list_catalog` | List currencies, items, purchases |
| `economy_create_currency` | Create a currency |
| `economy_create_item` | Create an inventory item |
| `economy_create_shop` | Create a shop with items and costs |
| `cloudsave_get_player_data` | Read a player's Cloud Save data |
| `cloudcode_list_modules` | List deployed Cloud Code modules |
| `cloudcode_deploy_module` | Deploy a Cloud Code module |
### 📦 Build & Ship (7)
| Tool | What it does |
|---|---|
| `super_health_check` | **Run this first** — fans the core checks out in parallel, returns a summary + next actions |
| `build_get_last_report` | Top largest assets, size by extension, total project size |
| `build_analyze_bloat` | Duplicates, oversized files, `Resources/` abuse, unoptimized textures |
| `build_fix_imports` | Generates a C# editor script for texture-import fixes (or edits `.meta` directly with `apply=true`) |
| `assets_find_orphans` | Unreferenced-asset heuristic |
| `build_check_compliance` | Android target SDK, iOS, StreamingAssets bloat |
## Notes
- `super_health_check` is the intended entry point: one call, whole-project readout.
- `assets_find_orphans` is heuristic — verify with `AssetDatabase.GetDependencies` before deleting anything.
- Requires Node 18+.
## License
MIT. Do what you like with it.
TDQS
Scored across 14 tools
Tools have distinct purposes overall, but slight overlap exists between build_analyze_bloat and build_get_last_report, as both deal with file sizes. However, descriptions clarify the differences.
All tools follow a consistent domain prefix followed by verb_noun pattern using snake_case. No mixing of conventions, making it easy to understand the tool's scope from its name.
14 tools cover multiple Unity development domains (assets, builds, cloud code, cloud save, economy) without being overwhelming. Each tool serves a clear purpose and the count is appropriate for the server's scope.
The tool set provides good coverage for diagnostics and creation, but lacks update/delete operations for economy resources and cloud save. Missing operations like updating currencies or setting player data could cause agent failures in certain workflows.