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Related Servers

Alternatives to codex-tuanjie-mcp

No user-submitted related servers found.

    Related Servers

    • F
      license
      Not graded
      quality
      B
      maintenance
      Enables AI tools to connect to and control Unity/Tuanjie editors via the Codely Bridge TCP server, supporting project management, scene manipulation, and console reading.
      3
      -
    • F
      license
      Not graded
      quality
      D
      maintenance
      Connects Claude Code to the Unity Editor via MCP, enabling AI-driven control of scenes, assets, components, UI, animations, and more through 91 tools.
      2
      -
    • A
      license
      Not graded
      quality
      A
      maintenance
      A bridge enabling seamless communication between Unity and Large Language Models via the Model Context Protocol, allowing developers to automate workflows, manipulate assets, and control the Unity Editor programmatically.
      14,229
      MIT
    • A
      license
      Not graded
      quality
      B
      maintenance
      Allows MCP clients like Claude Desktop or Cursor to perform Unity Editor actions, including asset management, scene modification, and game mechanic testing.
      22
      MIT
    • F
      license
      Not graded
      quality
      B
      maintenance
      A Unity Editor command bridge that uses JSON files under .codex/unity-commands for request/response, enabling tools to check Unity status, execute editor commands, parse test results, and capture screenshots.
      -
    • F
      license
      Not graded
      quality
      C
      maintenance
      Enables AI clients to control Cocos Creator editor projects, scenes, nodes, components, assets, Prefabs, building, and diagnostics via the MCP protocol.
      -

    TDQS

    B3.2/5.0

    Scored across 22 tools

    Disambiguation4/5

    Tools are grouped by clear editor subsystems (asset, scene, GameObject, package, console), so an agent can usually choose the right one from the name. A few overlaps exist—unity_asset and unity_gameobject both expose get_components, and shader/editor compile actions could be confused—but descriptions keep boundaries mostly clear.

    Naming Consistency4/5

    Names are consistently lowercase snake_case and follow a recognizable prefix taxonomy: unity_* for editor subsystems, tuanjie_* for bridge lifecycle, and execute_* for generic execution. The main inconsistency is that names are domain nouns rather than verb_noun action names, with a few outliers like execute_custom_tool and unity_custom_tools.

    Tool Count3/5

    22 tools is on the heavy side, and each tool bundles many sub-actions, making the effective surface much larger than the count suggests. The breadth is justified by the editor-automation domain, but the toolset feels borderline over-scoped rather than tight.

    Completeness4/5

    The server covers the major editor workflows: connection/startup, assets, scenes, GameObjects, scripts, packages, UI, input, screenshots, console, baking, and editor state. Obvious gaps like build/player settings or dedicated prefab/animation tools exist, but they are workable gaps rather than critical dead ends.

    Maintenance

    ActivityMaintained
    ResponsivenessNo issues