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Glama

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
UNITY_PROJECT_PATHYesAbsolute path to your Unity project root

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

CapabilityDetails
tools
{
  "listChanged": true
}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_project_infoA

Get Unity project info: path, Unity version, build scene count, player/product name.

list_build_scenesA

List scenes in EditorBuildSettings (build order) as JSON.

read_agent_docsA

Read .agents/AGENT.md and optionally REPO_UNDERSTANDING.md.

get_player_settingsB

Get Player/ProjectSettings (product name, company, bundle ID, version, etc.).

list_packagesA

List Unity packages from Packages/manifest.json (and optional packages-lock.json).

get_quality_settingsA

Get QualitySettings (quality levels) from ProjectSettings.

get_scripting_definesB

Get global and per-assembly scripting define symbols.

list_assembliesA

List assembly definitions (.asmdef) with path, name, references, platforms.

get_assembly_for_pathA

Get the assembly (asmdef name and path) that contains the given asset path (script or folder).

list_scripts_by_assemblyA

List C# script paths that belong to a given assembly (by name or asmdef path).

list_asmdef_referencesA

List assembly names that reference the given assembly (reverse dependencies).

list_scriptsA

List all C# scripts under Assets. Optionally filter by folder prefix (e.g. Scripts).

find_scripts_by_contentB

Find C# scripts that contain a type or pattern (e.g. MonoBehaviour, ScriptableObject, or custom). Optionally filter by namespace.

list_all_scenesA

List all .unity scene files under Assets (not only build-indexed).

get_scene_summaryA

Get a short summary of a scene: root GameObject names and approximate component count.

get_scene_components_by_typeA

Get GameObjects in a scene that have a given component type (e.g. Camera, Light).

get_scene_objects_by_tagA

Get GameObjects in a scene that have a given tag (e.g. Spawn, Respawn).

get_all_components_by_typeA

Get all occurrences of a component type across all scenes (scene path + GameObject name).

get_scene_hierarchy_flatA

Get a flat list of all GameObjects in a scene (name and layer).

get_lighting_scene_infoB

Get lighting-related info for a scene: referenced lighting assets and GI workflow mode if present.

list_prefabsA

List all .prefab files. Optionally filter by path prefix under Assets.

list_prefab_variantsC

List prefabs that are variants of another prefab.

list_prefabs_with_componentA

List prefabs that contain a given component type (e.g. Animator, Rigidbody).

get_prefab_summaryA

Get a short summary of a prefab: root name, component count, and component type names.

find_referencesA

Find all assets (scenes, prefabs, materials, etc.) that reference the given asset. Pass asset path (e.g. Assets/Texture.png) or GUID.

get_asset_folder_treeA

Get a tree of Assets folder (directories and file names). Useful for understanding project layout.

list_assets_by_extensionB

List assets by file extension (e.g. .png, .fbx, .mp3). Optionally under a folder.

list_video_clipsB

List video clip assets (.mp4, .mov, .webm, .avi, .asf).

list_legacy_font_assetsA

List legacy font assets (.fontsettings, .ttf, .otf) — not TMP.

list_render_texturesB

List RenderTexture (.renderTexture) assets.

list_terrain_dataA

List TerrainData and TerrainLayer .asset files.

list_lighting_settings_assetsB

List lighting-related .asset files (LightingSettings, lightmap, etc.).

search_assets_by_nameA

Search Assets (and optionally Packages) by file or folder name pattern (e.g. Player, Menu).

get_texture_metaA

Get texture .meta info (maxTextureSize, width/height, spriteMode, spritePixelsToUnits) for a texture path.

search_projectA

Combined search: by asset name pattern, script content pattern, and/or referrers of an asset path. Returns assets, scripts, and optionally referrers.

get_meta_for_assetA

Read .meta for any asset path (guid and key-value pairs).

get_broken_asset_refsA

List prefabs, scenes, materials with any missing GUID reference (not only scripts).

list_scriptable_objectsA

List .asset files that are ScriptableObject instances (data assets).

list_materialsA

List .mat materials; optionally under a folder. Includes shader GUID when readable.

list_materials_using_shaderA

List material paths that use a given shader (pass shader GUID or asset path).

list_shadersA

List all .shader files in Assets and Packages.

list_animator_controllersA

List all Animator Controller (.controller) assets.

list_animation_clipsB

List all Animation Clip (.anim) assets.

get_animator_statesB

Get state names from an Animator Controller (.controller) file.

get_animator_transitionsB

Get state names and transitions (from/to) from an Animator Controller.

list_avatar_masksA

List Avatar Mask (.mask) assets used by Animator.

list_animator_override_controllersB

List AnimatorOverrideController .controller assets.

list_audio_clipsA

List audio clip files (.wav, .mp3, .ogg, .aiff) under Assets.

list_audio_mixersB

List Audio Mixer (.mixer) assets.

get_addressables_infoA

Get Addressables groups and config path if the project uses Addressables.

get_localization_tablesA

List localization table files under Assets/Localization if present.

get_input_axesA

Get input axes from InputManager (name, descriptive name, positive button).

get_tags_and_layersB

Get Tags and Layers from TagManager.

list_test_assembliesA

List assembly definitions that look like test assemblies (path contains test/editor).

get_repo_docsA

Read README, CONTRIBUTING, .cursorrules, CODING_STANDARDS, STYLE if present at project root.

get_project_versionB

Get project/bundle version from PlayerSettings.

get_changelogA

Read CHANGELOG.md or CHANGELOG if present.

get_physics_settingsA

Get Physics/DynamicsManager or Physics2D settings (key-value).

get_audio_settingsA

Get AudioManager.asset (global volume, reverb, DSP buffer).

get_navigation_settingsB

Get NavMesh/agent settings from ProjectSettings if present.

get_xr_settingsB

Get XR/VR project settings (XRSettings.asset).

get_script_execution_orderA

Get script execution order (MonoManager: script GUID and order).

get_version_control_settingsA

Get Unity version control settings (serialization mode, visible meta files).

get_layer_collision_matrixB

Get layer collision matrix and layer names from TagManager/DynamicsManager.

get_cloud_services_configA

Get Unity Cloud / Unity Connect config if present.

get_package_dependency_graphA

Get package dependency graph (nodes and edges from manifest + lock).

list_package_samplesA

List Samples folders or sample paths under Packages.

list_unity_hub_projectsA

List Unity Hub projects (basenames only by default; set UNITY_MCP_ALLOW_HUB_PATHS=1 for full paths). Does not require UNITY_PROJECT_PATH.

list_render_pipelinesB

List render pipeline assets and volume profiles (URP/HDRP).

list_timeline_playablesC

List Timeline .playable assets.

list_sprite_atlasesA

List Sprite Atlas (.spriteatlas) assets.

list_tilemap_assetsB

List tilemap-related .asset files.

list_sprite_assetsA

List textures configured as sprites (spriteMode in .meta).

list_shader_graphsA

List Shader Graph (.shadergraph) assets.

list_vfx_graphsA

List VFX Graph (.vfx) assets.

list_tmp_fontsA

List TMP/font-related assets.

get_tmp_settings_pathA

Get path to TMP Settings asset if present.

list_ui_documentsC

List UI Toolkit .uxml and .uss files.

list_input_action_assetsA

List New Input System .inputactions assets.

get_input_actions_summaryB

Get action maps and actions from an .inputactions file.

list_presetsB

List .preset assets.

list_editor_scriptsA

List C# scripts in Editor folders or with Editor in path.

get_prefab_script_guidsB

Get script GUIDs (MonoBehaviour) referenced by a prefab.

get_assembly_dependency_graphB

Get assembly definition dependency graph (nodes and edges).

list_ci_configsA

List CI config files (.github/workflows, Jenkinsfile, unity-cloud-build).

list_large_assetsA

List assets over a size threshold (default 5 MB).

get_playfab_configA

Get PlayFab config (title ID, config paths) from project. No secrets.

list_figma_related_assetsA

List assets in Figma folder or with figma in path.

get_firebase_configA

Get Firebase config (GoogleServices path, project ID). No secrets.

get_steam_configB

Get Steam config (steam_appid.txt, Steamworks path).

get_discord_configA

Detect Discord SDK path in Plugins.

get_fmod_configB

Get FMOD config (banks path, bank files).

get_wwise_configB

Get Wwise config (sound banks, project paths).

list_substance_assetsB

List Substance .sbsar and .sbs assets.

list_speedtree_assetsA

List SpeedTree .spm and .stm assets.

list_lottie_assetsB

List Lottie-related JSON assets.

get_analytics_or_crash_configA

Detect analytics/crash reporting services (Unity, Sentry, Crashlytics, BugSnag).

get_ads_configA

Detect ad SDK presence (Unity Ads, AdMob, ironSource).

get_git_lfs_trackedB

Get Git LFS patterns from .gitattributes.

get_plastic_configB

Get Plastic SCM config (.plastic, workspace name).

get_graphics_settingsB

Get Graphics settings (ProjectSettings/GraphicsSettings.asset).

get_time_settingsB

Get Time/Fixed timestep settings (TimeManager.asset).

list_subscenesB

List ECS/DOTS .subscene assets.

list_visual_scripting_assetsB

List Visual Scripting (Bolt/Unity) .asset files in Ludiq or com.unity.visualscripting.

get_script_public_apiB

Parse a C# script and return class name, base type, public methods and fields (no Unity required).

get_build_target_infoB

Get active build target / platform from ProjectSettings.

get_feature_set_inferenceB

Infer which Unity 6 feature sets (2D, ECS, AR, etc.) are used from package manifest.

get_project_statsA

One-shot project stats: script count, prefabs, scenes, materials, animations, assemblies, packages.

get_scene_referenced_assetsB

List asset paths referenced by a scene (GUIDs resolved). Helps build size and impact.

detect_assembly_cyclesB

Detect circular references in assembly definitions. Speeds up fixing compile errors.

find_script_referencesC

Find C# files that reference a type/class name. Speeds up refactoring.

get_broken_script_refsB

List prefabs/scenes that reference a script GUID with no .cs in project (missing script refs).

get_prefab_dependenciesA

List asset paths referenced by a prefab. Helps impact analysis.

get_release_readinessA

One-shot release readiness: version, build scene count, packages, broken refs, assembly cycles, large assets.

get_build_size_estimateA

Estimate build size: aggregate assets referenced by all build scenes, total size and largest assets.

search_toolsA

Find the most relevant tools by intent. Pass a query (e.g. find references, missing script, texture) to get matching tools with descriptions. Omit query to list all tools by category.

get_multiplayer_stackB

Detect Netcode / multiplayer packages and NetworkBehaviour-style scripts (NGO, Relay, Lobby, Mirror, Photon, …).

list_build_profilesB

List Unity 6 Build Profile assets (plus whether classic EditorBuildSettings exists).

get_physics_stackC

Physics packages (Unity Physics, Physics Core 2D), module hints, and Rigidbody/physics script hits.

get_optimization_package_inventoryC

Adaptive Performance and Project Auditor packages, scaler assets, and script usage.

get_ugs_cloud_stackC

Unity Gaming Services / Cloud Code / Auth / Economy package and script inventory.

get_accessibility_stackC

Accessibility module/package presence and AccessibilityNode / AssistiveSupport script hits.

list_cinemachine_assetsC

Cinemachine package + virtual camera assets/prefabs under Assets.

get_platform_build_hintsC

PlayerSettings snippets for Android/WebGL/etc., build target, and related packages (Unity 6 platform pass).

get_render_pipeline_migration_hintsB

Infer BIRP vs URP/HDRP and flag Built-in RP deprecation / migration risk (Unity 6.5+).

get_localization_stackA

Localization package + Locale/StringTable assets (broader than get_localization_tables).

get_ai_ml_package_inventoryB

List Unity AI/ML packages in manifest (ML-Agents, Sentis, Barracuda, AI Navigation, Muse, Unity AI).

list_ml_model_assetsA

List ML model files under Assets (.onnx, .nn, .pt, .tflite, .pb).

find_ai_related_scriptsB

Scan C# scripts for AI/ML patterns: Sentis, ML-Agents, NavMesh, behavior trees, ONNX, LLM API strings.

list_ai_prompt_or_config_assetsB

Heuristic scan for JSON/MD assets that look like prompts, RAG, or LLM config under Assets.

list_ml_agents_training_configsA

Find ML-Agents trainer YAML configs in project root and common folders.

get_ai_stack_summaryB

One-shot AI stack summary: packages, model files, script hits, ML-Agents configs. Set include_prompt_assets for prompt-like JSON/MD scan.

list_ai_skillsA

List bundled workflow skills by Unity domain (scenes, prefabs, assets, project, code, ai-ml, performance, …).

read_ai_skillA

Read a bundled skill by id from list_ai_skills (e.g. unity-scenes-workflow, unity-runtime-performance).

list_test_result_filesA

Find Unity Test Runner XML results (NUnit/JUnit) in the project. No Editor required.

get_test_results_summaryB

Summarize Test Runner XML: totals passed/failed/skipped per file with failing test names.

get_editor_log_errorsA

Tail the local Unity Editor.log for compile/runtime/test/build errors. Machine-local only, never uploads.

list_build_reportsB

List saved build reports (BuildReport JSON/text, build logs) in the project.

get_build_report_summaryA

Summarize a build report: size, scenes, errors/warnings. Defaults to newest report.

get_unity_ai_stackC

Unity AI platform audit: Muse/Assistant/Inference packages, AI-related ProjectSettings, hints.

list_building_blocksC

Unity 6.3 LTS Building Blocks: packages + sample assets with production-ready gameplay components.

list_inference_modelsC

On-device model assets: .onnx/.nn/.sentis/.pt/.tflite/.pb + .bytes with model markers.

get_llm_runtime_inventoryB

In-game LLM patterns: HTTP calls, SSE/streaming, WebSockets, API-key handling, chat memory, retry. No secrets read.

get_addressables_duplicatesB

Addressables duplicate check: asset GUIDs in multiple groups + optional profile path notes.

get_shader_variant_riskB

Shader variant risk: multi_compile/shader_feature counts, top shaders by material usage, keyword stats.

get_input_conflictsA

New Input System conflict scan: duplicate bindings inside the same action map.

get_xr_origin_validationB

XR scene validation: rig/origin/interaction-manager/teleport markers per scene.

scan_netcode_rpcB

Netcode RPC scan: ServerRpc/ClientRpc/NetworkVariable markers, unreliable delivery, ownership hints.

get_navmesh_bake_stateC

NavMesh bake state: scenes with NavMesh markers, settings presence, agent script hits.

get_lod_occlusion_coverageB

LOD/Occlusion coverage: scenes with LODGroup/occlusion markers for perf triage.

get_texture_import_heavinessC

Texture import audit: 2048+ caps, Read/Write enabled, missing mipmaps, Crunch usage.

get_audio_loudness_riskC

Audio mix risk: PCM vs Vorbis balance, streaming vs compressed-in-memory, music-length candidates.

get_timeline_balanceC

Timeline health: playable assets vs bound PlayableDirectors, Signal/Marker coverage.

get_unused_assets_estimateA

Unused-asset estimate: assets not referenced by build scenes (confirm via find_references; never auto-delete).

get_bridge_statusA

Live Editor bridge status: enabled only when UNITY_MCP_BRIDGE_URL/PORT points at 127.0.0.1. Default disabled.

bridge_live_fetchB

Fetch live Editor state via the opt-in localhost bridge (e.g. /hierarchy, /console, /screenshot). Refused when bridge disabled.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

TDQS

C2.8/5.0

Scored across 156 tools

Disambiguation2/5

With 156 tools there is heavy overlap: get_ai_ml_package_inventory / get_ai_stack_summary / get_unity_ai_stack all report AI package stacks, list_ml_model_assets / list_inference_models / list_ml_agents_training_configs all scan model files, and get_localization_stack vs get_localization_tables are near-duplicates. Dozens of narrow list_* asset enumerators (list_assets_by_extension, list_scriptable_objects, list_sprite_assets, list_tmp_fonts) blur into one another, so an agent must guess which one to pick.

Naming Consistency4/5

Nearly everything follows a predictable snake_case verb_noun pattern (list_*, get_*, find_*, search_*, scan_*, detect_*), which is readable and largely consistent. Minor deviations like bridge_live_fetch (noun_verb) and overlapping verb choices (get_package_dependency_graph vs get_assembly_dependency_graph vs detect_assembly_cycles) prevent a perfect score.

Tool Count1/5

156 tools is roughly ten times a well-scoped surface and far beyond what an agent can reliably select from. Many tools are extremely narrow single-purpose audits (get_audio_loudness_risk, get_timeline_balance, list_lottie_assets) that would be better folded into a few parameterized tools.

Completeness3/5

Coverage of read-only project inspection is genuinely exhaustive—settings, assets, packages, build, testing, and third-party SDK detection are all present. However the surface is entirely read/analysis: there is no create, update, or delete operation for any resource, and no Editor mutation or build-execution path, leaving a notable gap for an MCP server meant to act on a Unity project.

Maintenance

ActivityMaintained
ResponsivenessNo recent community issues