dsh-unity-debug-bridge
Provides tools for debugging Unity Editor managed code, allowing attachment to the editor, setting breakpoints, stepping through code, inspecting call stacks and variables, and evaluating expressions.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@dsh-unity-debug-bridgeAttach to Unity and set a breakpoint on PlayerController.Update"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
dsh-unity-debug-bridge
DSH ↔ Unity Editor breakpoint debugging bridge: as an MCP server (stdio), it exposes Unity Editor managed code (Mono) debugging capabilities to DSH agent — attach to editor, set breakpoints, step, read call stack, read-only evaluation.
Capabilities
Tool | Description |
| Attach to Unity Editor (reads |
| Breakpoints; continue blocks until hit and returns stopped; when |
| Step and pause |
| Call stack and variables |
| Read-only evaluation (context=watch, state mutation forbidden) |
| Session status and cleanup |
Related MCP server: rr-mcp
Prerequisites
Node.js ≥ 18
Unity Editor (with the target project open), script debugging enabled (see below)
DAP adapter: built from source on the master branch of Unity-Technologies/vscode-unity-debug (the 2019 Release binaries do not support Unity 2022.3), see docs/adapter-contract.md
Install into DSH
node install.mjs
# 然后重启 DSH,/mcp 面板出现 unity-debug-bridge(13 个 unity_* 工具)Or manually add the stdio server in DSH's MCP settings:
- insert:
- id: mcp-unity-debug-bridge
name: "@deepseek-ai/dsh-mcp-client"
config:
serverName: unity-debug-bridge
transport: stdio
command: node
args: ["<本包路径>/server/mcp-server-stdio.mjs"]
cwd: "<本包路径>"
toolCallTimeoutMs: 120000Usage Notes (Lessons from Real-World Pitfalls, Must Read)
Sessions must end cleanly and allow repeated attaches: Unity 2022.3's debug agent will reject subsequent attaches after a session is forcibly interrupted (killing the adapter) — no handshake after connection, silent failure — and only restarting the editor recovers. As long as you end the session via
unity_detach(graceful disconnect), the same editor can be attached repeatedly without restart.Don't do TCP pre-checks: any extra connection (connect+close) will corrupt agent state; check the port with netstat. Don't use ping-like tools to connect to the debug port.
EditorAttach preference:
EditorPrefs "EditorAttach"=truemust be persisted before the editor starts (runtime setting has no effect), otherwise the debug agent won't listen. You can executeEditorPrefs.SetBool("EditorAttach", true)once inside the editor and then restart the editor.Debug port: Editor debug port =
56000 + process_id % 1000(process_idcomes from<project>/Library/EditorInstance.json), not fixed 56000.DAP transport: Content-Length framing (not line-by-line JSON); this adapter does not support the
configurationDonerequest.
See docs/adapter-contract.md for details.
License
MIT
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