Unity Prefab Parser MCP Server
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 | {} |
Tools
Functions exposed to the LLM to take actions
| Name | Description |
|---|---|
| init_unity_projectA | Initialize a Unity project for use with this MCP. Scans all .meta files to build a GUID→asset name cache, enabling full asset name resolution in parse_unity_file. WORKFLOW: Call this ONCE per project before using parse_unity_file or browse_unity_project. The cache is saved to .unity-mcp-cache.json in the project root and reused automatically. For large projects (100GB+), this may take 10-30 seconds but only needs to run once per session or when assets change significantly. |
| browse_unity_projectA | Browse the Unity project folder tree with asset counts. Use this to navigate large projects and find the subfolder containing the assets you want to work with. WORKFLOW:
|
| parse_unity_fileA | Parse a Unity text-serialized prefab, scene, or asset file and extract Inspector-visible component data in YAML format. WORKFLOW: For best results with asset name resolution, call init_unity_project first. If already initialized, the cache is loaded automatically. Automatically resolves asset names from GUIDs by scanning the project's .meta files (or using the initialized cache). Outputs a clean, hierarchical structure showing the GameObject tree and all component data. IMPORTANT: Fields not shown in output have their default values or are null references.
Features:
|
| parse_unity_prefabA | Deprecated alias for parse_unity_file. Use parse_unity_file for new clients. WORKFLOW: For best results with asset name resolution, call init_unity_project first. If already initialized, the cache is loaded automatically. |
| list_unity_assetsA | Scan a directory for Unity asset files (.prefab, .unity, .asset) and return a grouped list with absolute paths ready to use with parse_unity_file. |
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 5 tools
Most tools are distinct and clearly scoped, but parse_unity_file and parse_unity_prefab are duplicates, even though the latter is explicitly marked as deprecated. This could cause an agent to accidentally select the wrong one.
All tool names follow a consistent verb_noun snake_case pattern (init_, browse_, parse_, list_). Even the deprecated alias parse_unity_prefab follows the same pattern, maintaining predictability.
Five tools is a well-scoped set for a parser MCP. Each tool serves a clear step in the workflow: initialize, browse, list, and parse. No unnecessary bloat or missing core functionality.
The tool surface covers the full read-only workflow: project initialization for caching, navigation, asset discovery, and detailed parsing. The deprecated alias is redundant but doesn't create a functional gap. No obvious missing operations for the stated domain.