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Related Servers

Alternatives to codex-tuanjie-mcp

No user-submitted related servers found.

    Related Servers

    • A
      license
      Not graded
      quality
      A
      maintenance
      Enables MCP-compatible AI agents to connect to a Unity/Tuanjie editor's Codely Bridge to inspect project state and perform editor operations such as managing GameObjects and assets, executing C# snippets, reading the console, and taking screenshots.
      32 npm
      2
      MIT
    • 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
      -
    • A
      license
      Not graded
      quality
      B
      maintenance
      Bridges the Unity Editor with AI assistants via MCP, enabling AI tools to control and interact with Unity projects. Supports multi-project routing and automatic first-launch server deployment.
      MIT
    • 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.
      14,777
      MIT

    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

    ActivitySlowing
    ResponsivenessNo issues