codex-tuanjie-mcp
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||
Instructions
Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.
This server publishes no instructions, or was last inspected before Glama recorded them.
Capabilities
Features and capabilities supported by this server
Protocol revision2025-11-25
| Capability | Details |
|---|---|
| tools | {
"listChanged": true
} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| unity_editorC | Controls and inspects the Tuanjie Editor. Supported actions: publish_dirty_state_if_needed, wait_for_compile, wait_for_stop, request_compile, start_compilation_pipeline, get_compilation_summary, wait_for_idle, play, pause, stop, step, get_state, get_current_state, get_project_root, get_windows, get_active_tool, get_selection, drain_agent_input, set_active_tool, ensure_tag, add_tag, remove_tag, get_tags, ensure_layer, add_layer, remove_layer, get_layers, focus_window. Additional action-specific parameters are passed through unchanged. |
| unity_sceneA | Creates, opens, saves, and inspects scenes. Supported actions: ensure_scene_open, ensure_scene_saved, create, load, save, get_hierarchy, get_active, get_build_settings. Additional action-specific parameters are passed through unchanged. |
| unity_gameobjectA | Creates, modifies, finds, and inspects GameObjects and components. Supported actions: create_batch, edit_batch, ensure_component, ensure_renderer_material, ensure_mesh_collider_mesh, ensure_prefab_default_sprite, create, modify, delete, find, list_children, get_components, add_component, remove_component, set_component_property, select. Additional action-specific parameters are passed through unchanged. |
| unity_consoleB | Reads or clears Tuanjie Editor console entries. Supported actions: get, clear. Additional action-specific parameters are passed through unchanged. |
| unity_scriptC | Creates, reads, edits, validates, and deletes C# scripts under Assets. Supported actions: create, read, update, delete, apply_text_edits, validate, edit, get_sha. Additional action-specific parameters are passed through unchanged. |
| unity_shaderC | Inspects render pipelines and manages shader compilation or previews. Supported actions: detect_render_pipeline, ensure_material_shader_for_srp, compile, preview. Additional action-specific parameters are passed through unchanged. |
| unity_assetA | Creates, imports, modifies, searches, and inspects project assets. Supported actions: create_batch, edit_batch, ensure_has_meta, ensure_meta_integrity, import, create, modify, delete, duplicate, move, rename, search, get_info, create_folder, get_components. Additional action-specific parameters are passed through unchanged. |
| unity_packageA | Installs, removes, waits for, or lists UPM packages. Supported actions: install_package, remove_package, wait_for_upm, list_packages. Additional action-specific parameters are passed through unchanged. |
| unity_bakeB | Starts, waits for, or clears navigation and lighting bakes. Supported actions: bake_navmesh, bake_lighting, wait_for_bake, clear_navmesh, clear_baked_data. Additional action-specific parameters are passed through unchanged. |
| unity_ui_toolkitB | Creates and links UI Toolkit assets. Supported actions: ensure_panel_settings_asset, link_uss_to_uxml, create_uxml, create_uss. Additional action-specific parameters are passed through unchanged. |
| unity_menuC | Lists or executes Tuanjie Editor menu items. Supported actions: execute, get_available_menus. Additional action-specific parameters are passed through unchanged. |
| unity_screenshotB | Captures editor, scene, camera, asset, or UI views and controls Game View recording. Supported actions: capture_game_view, capture, capture_scene_view, capture_scene_camera, capture_main_camera, capture_specific_camera, capture_asset, capture_ui_toolkit, start_game_view_recording, finish_game_view_recording. Additional action-specific parameters are passed through unchanged. |
| unity_gameviewA | Reads or changes the Game View resolution. Supported actions: get_resolution, set_resolution, list_resolutions. Additional action-specific parameters are passed through unchanged. |
| unity_inputA | Simulates mouse, keyboard, and virtual input devices, primarily in Play Mode. Supported actions: mouse_click, mouse_move, mouse_drag, mouse_scroll, mouse_down, mouse_up, key_press, key_down, key_up, type_text, create_virtual_devices, destroy_virtual_devices. Additional action-specific parameters are passed through unchanged. |
| unity_jobB | Checks, lists, or cancels asynchronous Bridge jobs. Supported actions: status, check, list, cancel. Additional action-specific parameters are passed through unchanged. |
| unity_dialogB | Clicks a button in a modal editor dialog. Supported actions: click. Additional action-specific parameters are passed through unchanged. |
| execute_custom_toolB | Executes a custom tool registered by the official Codely Bridge package. Pass tool_name and an optional parameters object. |
| unity_custom_toolsA | Lists custom tools registered by project extensions in the official Codely Bridge. Use the returned names with execute_custom_tool. |
| execute_csharp_scriptA | Executes inline C# or an existing .cs file through the official Bridge. Provide script or script_path. This can mutate the project or editor state. |
| tuanjie_startA | Ensures the official Codely Bridge package is present in the configured project, opens that project with tuanjie.exe, waits for Bridge readiness, and verifies the connected project. If the editor is already connected, it is reused. This can update Packages/manifest.json when the Bridge package is missing. |
| tuanjie_bridge_statusA | Reads the active .com-unity-codely.json and reports the adapter connection state without reconnecting. |
| unity_refreshA | Re-reads .com-unity-codely.json, reconnects to the current dynamic Bridge port, and verifies the project root. |
Prompts
Interactive templates invoked by user choice
| Name | Description |
|---|---|
No prompts | |
Resources
Contextual data attached and managed by the client
| Name | Description |
|---|---|
No resources | |
TDQS
Scored across 22 tools
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.
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.
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.
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.