Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Capabilities
Features and capabilities supported by this server
| Capability | Details |
|---|---|
| tools | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| assets-copy | Copy the asset at path and stores it at newPath. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before copying. |
| assets-create-folder | Creates a new folder in the specified parent folder. The parent folder string must start with the 'Assets' folder, and all folders within the parent folder string must already exist. For example, when specifying 'Assets/ParentFolder1/ParentFolder2/', the new folder will be created in 'ParentFolder2' only if ParentFolder1 and ParentFolder2 already exist. Use it to organize scripts and assets in the project. Does AssetDatabase.Refresh() at the end. Returns the GUID of the newly created folder, if successful. |
| assets-delete | Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting. |
| assets-find-built-in | Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them. |
| assets-find | Search the asset database using the search filter string. Allows you to search for Assets. The string argument can provide names, labels or types (classnames). |
| assets-get-data | Get asset data from the asset file in the Unity project. It includes all serializable fields and properties of the asset. Use 'assets-find' tool to find asset before using this tool. |
| assets-material-create | Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders. |
| assets-modify | Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder. |
| assets-move | Move the assets at paths in the project. Should be used for asset rename. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before moving. |
| assets-prefab-close | Close currently opened prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first. |
| assets-prefab-create | Create a prefab from a GameObject in the current active scene. The prefab will be saved in the project assets at the specified path. Use 'gameobject-find' tool to find the target GameObject first. |
| assets-prefab-instantiate | Instantiates prefab in the current active scene. Use 'assets-find' tool to find prefab assets in the project. |
| assets-prefab-open | Open prefab edit mode for a specific GameObject. In the Edit mode you can modify the prefab. The modification will be applied to all instances of the prefab across the project. Note: Please use 'assets-prefab-close' tool later to exit prefab editing mode. |
| assets-prefab-save | Save a prefab. Use it when you are in prefab editing mode in Unity Editor. Use 'assets-prefab-open' tool to open a prefab first. |
| assets-refresh | Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed. |
| assets-shader-list-all | List all available shaders in the project assets and packages. Returns their names. Use this to find a shader name for 'assets-material-create' tool. |
| console-get-logs | Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity. |
| editor-application-get-state | Returns available information about 'UnityEditor.EditorApplication'. Use it to get information about the current state of the Unity Editor application. Such as: playmode, paused state, compilation state, etc. |
| editor-application-set-state | Control the Unity Editor application state. You can start, stop, or pause the 'playmode'. Use 'editor-application-get-state' tool to get the current state first. |
| editor-selection-get | Get information about the current Selection in the Unity Editor. Use 'editor-selection-set' tool to set the selection. |
| editor-selection-set | Set the current Selection in the Unity Editor to the provided objects. Use 'editor-selection-get' tool to get the current selection first. |
| gameobject-component-add | Add Component to GameObject in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. Use 'gameobject-component-list-all' tool to find the component type names to add. |
| gameobject-component-destroy | Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first. |
| gameobject-component-get | Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject. |
| gameobject-component-list-all | When gameObjectRef is provided: list all components attached to that GameObject (type name + instanceID). When gameObjectRef is omitted: list all available C# component type names in the project (for 'gameobject-component-add' tool). Results are paginated. |
| gameobject-component-modify | Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying. |
| gameobject-create | Create a new GameObject in opened Prefab or in a Scene. If needed - provide proper 'position', 'rotation' and 'scale' to reduce amount of operations. |
| gameobject-destroy | Destroy GameObject and all nested GameObjects recursively in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObject first. |
| gameobject-duplicate | Duplicate GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first. |
| gameobject-find | Finds specific GameObject by provided information in opened Prefab or in a Scene. First it looks for the opened Prefab, if any Prefab is opened it looks only there ignoring a scene. If no opened Prefab it looks into current active scene. Returns GameObject information and its children. Also, it returns Components preview just for the target GameObject. |
| gameobject-modify | Modify GameObject fields and properties in opened Prefab or in a Scene. You can modify multiple GameObjects at once. Just provide the same number of GameObject references and SerializedMember objects. |
| gameobject-set-parent | Set parent GameObject to list of GameObjects in opened Prefab or in a Scene. Use 'gameobject-find' tool to find the target GameObjects first. |
| lightprobe-analyze | Analyze the current scene's local lights (Point, Spot, Area) and return their influence bounds, spatial density, and recommended probe placement parameters. Directional lights are skipped as they have no localized influence. Use this before 'lightprobe-generate-grid' to determine optimal spacing. |
| lightprobe-bake | Trigger light baking in the current scene. Bakes Light Probe data (and Lightmaps if static objects exist). Make sure lights are set to Baked or Mixed mode before baking (use 'lightprobe-configure-lights' to configure). Use 'lightprobe-analyze' and console-get-logs to verify results after baking completes. |
| lightprobe-clear | Remove auto-generated LightProbeGroup GameObjects from the scene. By default only removes groups whose name starts with 'LightProbeGroup_Auto'. Set removeAll=true to remove ALL LightProbeGroups. |
| lightprobe-configure-lights | Batch-configure Light bake modes in the scene. Each entry specifies a name pattern (supports * wildcard) and a target mode (Realtime, Baked, Mixed). Use 'lightprobe-analyze' first to inspect all lights and their current modes, then decide which lights to change based on the analysis. |
| lightprobe-generate-grid | Generate Light Probes in a 3D grid within local light influence ranges. Supports density gradient: denser probes near light centers, sparser at edges. Scans Point/Spot/Area lights, skips Directional lights. Uses raycasting to find ground level and Physics.CheckSphere to avoid placing probes inside geometry. Use 'lightprobe-analyze' first to get recommended spacing values. |
| object-get-data | Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool. |
| object-modify | Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying. |
| package-add | Install a package from the Unity Package Manager registry, Git URL, or local path. This operation modifies the project's manifest.json and triggers package resolution. Note: Package installation may trigger a domain reload. The result will be sent after the reload completes. Use 'package-search' tool to search for packages and 'package-list' to list installed packages. |
| package-list | List all packages installed in the Unity project (UPM packages). Returns information about each installed package including name, version, source, and description. Use this to check which packages are currently installed before adding or removing packages. |
| package-remove | Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first. |
| package-search | Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches. |
| profiler-frame-hierarchy | Retrieves the full profiler call hierarchy tree for a specific frame. Returns function names, total time, self time, call counts, and GC allocations in a tree structure — equivalent to the Unity Profiler Hierarchy view. Use this to analyze detailed per-function performance. |
| profiler-gc-alloc | Returns the top N functions with the highest GC (garbage collection) allocations in a profiler frame, including their call paths. GC allocations are a major source of frame hitches in Unity — use this to find and eliminate them. |
| profiler-hotpath | Returns the top N most expensive functions in a profiler frame, sorted by self time or total time. Useful for quickly identifying performance bottlenecks without reading the full hierarchy. |
| profiler-snapshot | Captures a quick performance snapshot including FPS, memory usage, draw calls, triangles, and other key metrics. Useful for a quick overview of current performance status. |
| profiler-stream | Multi-frame continuous Profiler sampling (snapshot + GC + hotpath + call counts). Writes JSONL summary file and outputs aggregated statistics (with P95/P99 percentiles) on completion. Supports fixed-frame and continuous modes. Auto-loads threshold fences; takes screenshot on violation. |
| reflection-method-call | Call C# method. Any method could be called, even private methods. It requires to receive proper method schema. Use 'reflection-method-find' to find available method before using it. Receives input parameters and returns result. |
| reflection-method-find | Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it. |
| scene-create | Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation. |
| scene-get-data | This tool retrieves the list of root GameObjects in the specified scene. Use 'scene-list-opened' tool to get the list of all opened scenes. |
| scene-list-opened | Returns the list of currently opened scenes in Unity Editor. Use 'scene-get-data' tool to get detailed information about a specific scene. |
| scene-open | Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first. |
| scene-save | Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes. |
| scene-set-active | Set the specified opened scene as the active scene. Use 'scene-list-opened' tool to get the list of all opened scenes. |
| scene-unload | Unload scene from the Opened scenes in Unity Editor. Use 'scene-list-opened' tool to get the list of all opened scenes. |
| script-delete | Delete the script file(s). Does AssetDatabase.Refresh() and waits for Unity compilation to complete before reporting results. Use 'script-read' tool to read existing script files first. |
| script-execute | Compiles and executes C# code dynamically using Roslyn. The provided code must define a class with a static method to execute. |
| script-read | Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files. |
| script-update-or-create | Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first. |
| tests-run | Execute Unity tests and return detailed results. Supports filtering by test mode, assembly, namespace, class, and method. Recommended to use 'EditMode' for faster iteration during development. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |