Skip to main content
Glama
sebastiankurvers-dev

Agent Bridge for Unity

Agent Bridge for Unity

License: Apache 2.0 Unity 6+ .NET 10

Let AI actually operate the Unity Editor — build scenes, run Play Mode, capture screenshots, and iterate from visual feedback.

Works with Claude Code, Cursor, Windsurf, VS Code, or any MCP-compatible client.

Scene Building

Not just code edits — the agent can create objects, adjust lighting, wait for compilation, enter Play Mode, take screenshots, compare against references, and keep refining until the scene is right.


What Can It Do?

Runtime Scripting — Create C# scripts, wait for compilation, attach behaviors, enter Play Mode, and validate results.

Runtime Scripting

Visual QA — Adjust lighting and materials, capture screenshots, compare against references, refine iteratively.

Visual QA

Scene Reconstruction — Reconstruct 3D structures from reference images using iterative visual validation.

Scene Reconstruction

Try prompts like:

Create a stylized forest with 30 trees, scattered rocks, and warm lighting.

Block out a 2D platformer level with floating platforms, a player spawn, and a goal area.

Set up horror lighting: dim blue ambient, flickering point light, red emergency light, volumetric fog.

Build an obstacle course with moving platforms, a rotating blade, and a jump pad.
Then add a player controller and a win condition.

Create a solar system with orbiting planets, add the scripts, enter Play Mode, and verify it works.

Related MCP server: MCP For Unity

Quick Start

Prerequisites

  • Unity 6 (6000.0+) with URP

  • .NET 10 SDK

  • An MCP-compatible client

1. Install the Package

Git URL (recommended) — In Unity: Window > Package Manager > + > Add package from git URL:

https://github.com/sebastiankurvers-dev/agent-bridge-for-unity.git

Local clone:

cd YourUnityProject/Packages
git clone https://github.com/sebastiankurvers-dev/agent-bridge-for-unity.git com.sebastiankurvers.agent-bridge

Local path reference — add to Packages/manifest.json:

{
  "dependencies": {
    "com.sebastiankurvers.agent-bridge": "file:/path/to/agent-bridge-for-unity"
  }
}

2. Verify the Bridge

The bridge starts automatically on port 5847 when Unity compiles. Check Window > Agent Bridge in Unity, or:

curl http://127.0.0.1:5847/health

3. Configure Your MCP Client

Create .mcp.json in your Unity project root:

{
  "mcpServers": {
    "unity": {
      "type": "stdio",
      "command": "dotnet",
      "args": ["run", "--project", "Packages/com.sebastiankurvers.agent-bridge/UnityMCP~/UnityMCP.csproj"],
      "env": {}
    }
  }
}

If using a local path install, replace with the absolute path to your UnityMCP.csproj.

4. Start Using It

Open your MCP client from the Unity project directory. Tools are available immediately.


How It Works

┌─────────────────┐       ┌──────────────────────────────┐
│   MCP Client    │       │  UnityMCP (.NET 10 Server)   │
│  (Claude Code,  │─stdio─│  Receives tool calls,        │
│  Cursor, etc.)  │       │  forwards to Unity over HTTP │
└─────────────────┘       └──────────────┬───────────────┘
                                         │
                                    HTTP :5847
                                         │
                          ┌──────────────┴───────────────┐
                          │  UnityAgentBridge (Editor)    │
                          │  Dispatches to Unity main     │
                          │  thread, executes commands    │
                          └──────────────┬───────────────┘
                                         │
                                  Unity Editor API

Layer

Location

Role

UnityMCP

UnityMCP~/

.NET 10 MCP server. Receives tool calls via stdio, forwards to Unity over HTTP.

UnityAgentBridge

Editor/UnityAgentBridge/

Unity Editor plugin. HTTP server on 127.0.0.1:5847, dispatches to main thread.

The ~ suffix on UnityMCP~/ tells Unity to ignore the folder — it won't compile .NET 10 code as Unity scripts.


Tool Coverage

248 tools across scene building, terrain, particles, visual QA, automation, editor control, assets, and scripting. You don't need to learn them — your AI agent discovers and calls them as needed.

Category

Tools

Description

Scene Builder

30

Spawn prefabs, primitives, path-based placement, descriptors, transactions

Assets

21

Find, search, catalog, import settings, geometry metadata

GameObjects

20

Inspect, modify, delete, reparent, group, scatter, batch operations

Rendering

19

Camera settings, render pipeline, material preview, shader scoping

Scene

18

Save, load, hierarchy queries, scene profiling

UI Toolkit

14

UXML/USS creation, visual element queries, binding

Components

12

Add, remove, inspect, modify, patch serialized properties

Screenshots

12

Capture, compare with suggestions, multi-POV, frame sequences

Lighting

9

Lights, render settings, volumes, procedural skybox, reflection probes

Camera

9

Scene view control, orbit, focus, screenshot viewpoints

Animation

8

Animator controllers, states, transitions, FBX clips

Shaders

7

Create, inspect, keywords, property management

Scripts

7

Create, modify, read structure, type schemas

Terrain

6

Create, sculpt, paint texture layers, place trees

Replay

5

Record, execute, compare — full state verification

Checkpoints

5

Save/restore scene snapshots for rollback

Spatial Audit

7

Overlap detection, grounding audit, snap-to-ground, object identification at screen points

Physics

5

Rigidbody, colliders, physics settings, spatial queries

Audio

5

Sources, mixers, listeners, spatial audio

Play Mode

5

Enter/exit, wait, event polling

Primitives

4

Built-in primitives, procedural meshes, raw mesh API, compound shapes

Performance

4

Telemetry, baselines, profiling

Packages

4

List, add, remove, search Unity packages

Particles

3

Preset templates, get/configure particle systems

Tests

2

Run tests, get results

Console

2

Read and clear Unity console logs

Workflow Guide

1

Task-specific tool recommendations


Compatibility

Requirement

Supported

Unity

6000.0+ (Unity 6)

Render Pipeline

URP

.NET SDK

10.0+

OS

Windows, macOS (Intel & Apple Silicon), Linux


Security

The bridge listens on 127.0.0.1 only — not accessible from other machines.

No authentication required by default. For shared machines, set BRIDGE_AUTH_TOKEN:

export BRIDGE_AUTH_TOKEN="your-secret-token"
  • C# execution: Enabled by default with sandbox restrictions. Disable with BRIDGE_DISABLE_EXECUTE=1

  • Body size limit: 10 MB default (BRIDGE_MAX_REQUEST_BODY_BYTES)

  • Concurrency limit: 32 concurrent requests (BRIDGE_MAX_CONCURRENT_REQUESTS)

  • Route allowlist: BRIDGE_ALLOWLIST_FILE="/path/to/allowlist.json"

  • Audit logging: BRIDGE_AUDIT_LOG="/path/to/audit.log"


Troubleshooting

Problem

Fix

Bridge not starting

Check Window > Agent Bridge in Unity. Ensure port 5847 is free.

MCP server won't build

Verify .NET 10: dotnet --version. Try dotnet build UnityMCP~/UnityMCP.csproj

Tools not appearing

Ensure .mcp.json is in project root. Restart your MCP client.

Scene save dialogs

Intentional — the bridge auto-saves before write operations to prevent modal dialogs.


Support

If this project saves you time, consider buying me a coffee.

Community

Contributing | Security Policy | Code of Conduct

License

Apache 2.0

A
license - permissive license
-
quality - not tested
C
maintenance

Maintenance

Maintainers
Response time
Release cycle
1Releases (12mo)
Commit activity

Resources

Unclaimed servers have limited discoverability.

Looking for Admin?

If you are the server author, to access and configure the admin panel.

Latest Blog Posts

MCP directory API

We provide all the information about MCP servers via our MCP API.

curl -X GET 'https://glama.ai/api/mcp/v1/servers/sebastiankurvers-dev/agent-bridge-for-unity'

If you have feedback or need assistance with the MCP directory API, please join our Discord server