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dcc-mcp

dcc-mcp-unity

by dcc-mcp

dcc-mcp-unity

DCC-MCP Unity lockup

Unity Editor adapter for the DCC Model Context Protocol ecosystem. It ships a UPM Editor package, a loopback WebSocket bridge, and typed project, scene, build, and diagnostic tools.

The supported Editor range starts at Unity 2018.4.25f1 with the .NET 4.x Equivalent scripting runtime. CI pins that Unity 2018 baseline, the 2021.3 baseline, and the current stable Unity 6 release instead of using a drifting latest tag.

The first-release boundary and comparison with unity-cli and two established Unity MCP projects are documented in the architecture benchmark.

Install

pip install dcc-mcp-unity
dcc-mcp-unity-install /path/to/UnityProject

Open or restart the Unity project so Package Manager compiles DCC-MCP Unity, then run:

dcc-mcp-unity

See the installation guide for upgrade, environment, and connection verification details.

The MCP endpoint uses a free loopback port and is registered for gateway discovery. Set DCC_MCP_UNITY_PORT=8765 before starting the server only when a fixed direct endpoint is needed. The Editor package reconnects to the loopback bridge at ws://127.0.0.1:3852; set DCC_MCP_UNITY_BRIDGE_PORT before the MCP server and DCC_MCP_UNITY_BRIDGE_URL before Unity starts to override it. DCC_MCP_UNITY_BRIDGE_TIMEOUT may increase the 60-second RPC timeout but cannot lower it; queued Editor work expires first so timed-out mutations are not executed later.

The default bridge targets one Unity Editor. For concurrent Editors, run one adapter per Editor and assign each pair a unique bridge port and URL before starting either process.

Source writes are disabled by default. An operator may set DCC_MCP_UNITY_ALLOW_SOURCE_WRITES=1 before starting Unity to enable the bounded upsert_text_asset tool. It accepts only allowlisted UTF-8 text extensions below Assets, caps encoded content at 256 KiB, rejects JSON-unsafe control characters, requires compare-and-swap state, rejects reparse points, and replaces files atomically. The adapter exposes no delete, arbitrary path, shell, or code-evaluation tool.

The per-asset lock is cooperative: it serializes DCC-MCP writers but cannot stop another same-user process from ignoring the lock or swapping a junction or symlink after path validation and before the operating system resolves a write. That same-user race is outside this in-process boundary. If an external replacement conflict is detected, the adapter performs no automatic rollback, preserves the displaced bytes in a unique .dccmcp-*.backup conflict backup, and does not write the target again after detection. A failed conflict job does not prove the target stayed unchanged; inspect both the target and backup before submitting another write.

Standalone sidecar

Hosts without an embedded Python runtime can use the PyOxidizer sidecar released with each version. The release asset contains the executable, its adjacent lib/ runtime, and SHA256SUMS. Configure the Unity package to start it on editor load by setting DCC_MCP_UNITY_SIDECAR_PATH; optionally set DCC_MCP_UNITY_SIDECAR_SHA256 to the published digest. The launcher is loopback-only, passes the Unity process id to --watch-pid, and uses a per-project pid file to avoid duplicate sidecars after assembly reloads.

For local development, run dcc-mcp-unity-standalone --bridge-port 3852 --watch-pid <unity-pid>.

Agent workflow

  1. Load unity-project and call inspect_project before assuming project or editor state. Stop if the returned project is not the intended target or the Editor is compiling, updating, entering Play Mode, or playing.

  2. Read an existing source with read_text_asset, then pass its SHA-256 to upsert_text_asset; use expected_sha256: absent only for creation. Keep the UUID request_id and poll inspect_job until it reports succeeded or failed.

  3. Call refresh_and_compile, poll its job, and inspect read_console before entering Play Mode.

  4. Load unity-scene and call inspect_scene immediately before using an instance ID. Treat IDs as opaque values and return them unchanged. Unity 6000.5+ emits decimal strings; older Editors retain integer output, and both forms are accepted as input.

  5. Create GameObjects or change transforms through typed operations backed by Unity Undo, verify the hierarchy, then explicitly call save_scene.

  6. Use set_play_mode before capture_game_view; capture requires active, unpaused Play Mode, focuses Game View, waits a rendered frame, and succeeds only after Unity decodes a nonzero PNG below Builds/DccMcp/Captures. Captures are limited to 32 MiB, 8192 pixels per axis, and 32M pixels total.

  7. run_tests executes the installed Unity Test Framework in EditMode or PlayMode without spawning another Editor. Optional filters are exact fully-qualified test or fixture names. Poll the job and retain its request-scoped NUnit XML, SHA-256, outcome, and counts as test evidence; zero matches fail closed.

  8. build_windows_player persists an active-target switch when needed, rejects dirty enabled scenes, and builds exactly the saved Build Settings scenes to a new UUID directory below Builds/DccMcp. Poll the job and launch the reported executable as a separate acceptance gate.

Do not replace a timed-out job with a new UUID. Reconnect and inspect the original request_id; Unity persists queued/running/succeeded/failed state across domain reloads and rejects reuse with different parameters.

Unity 2018 reloads Editor assemblies during normal Play Mode transitions, so the loopback socket will disconnect and reconnect. set_play_mode persists its waiting state before requesting the transition; a bridge disconnect is not completion or failure. After reconnection, inspect the same request_id for the observed terminal state.

No raw C# evaluation, shell command, or arbitrary filesystem write is exposed. The Editor bridge accepts only the methods implemented in DccMcpCommands and executes them on Unity's editor update loop. One persistent mutating job runs at a time. Mutations fail closed in incompatible Editor states. Requests, queued work, source text, scene snapshots, Console reads, and serialized responses have explicit size or lifetime budgets.

Validation boundary

Public CI validates Python 3.9 and 3.12 on Windows, macOS, and Linux; validates the bundled skill contracts; performs static checks for the UPM package and main-thread/Undo contracts; and builds the PyPI artifacts. Trusted pull requests, main, and the weekly schedule also compile the UPM package and run its command, scene, Undo, and validation tests through GameCI in Unity 2018.4.25f1, 2021.3.45f1, and 6000.5.4f1. Fork pull requests skip the licensed Editor jobs because GitHub does not expose repository secrets to forks. Licensed runs share one repository-wide queue across pull requests, main, releases, and schedules so a Personal seat is never activated concurrently. Each Editor also completes a real WebSocket helloproject.inspect → response smoke against the Python sidecar and records the reported Editor version as an artifact.

Development

uv sync --extra dev
uv run python -m pytest
uv run ruff check src tests tools
uv run ruff format --check src tests tools
uv run python tools/lint_skills.py
uv run python -m build
uv run python -m twine check dist/*

Unity and the Unity cube logo are trademarks of Unity Technologies. This independent adapter is not affiliated with or endorsed by Unity Technologies.

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