Unity Devloop MCP
Server Configuration
Describes the environment variables required to run the server.
| Name | Required | Description | Default |
|---|---|---|---|
| UNITY_DEVLOOP_PORT | No | Port used by the Unity bridge and the MCP server. Must match the EditorPrefs value `Shin0112.UnityDevloopMcp.Port` (editor) and the env `UNITY_DEVLOOP_PORT` (server) — keep them equal. | 17890 |
| UNITY_DEVLOOP_TIMEOUT_MS | No | Request timeout in milliseconds for the MCP server; the bridge waits up to 30 s for the editor main thread. | 35000 |
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_statusB | Editor state: project path, Unity version, compiling, play mode, active scene, build target. |
| unity_consoleB | Recent Unity console entries captured by the bridge (logs, warnings, errors, exceptions, compiler messages). Entries before the last script reload are not kept. |
| unity_execute_menuB | Execute a Unity Editor menu item by path, e.g. 'Tools/Profiler/Export Capture Stats'. |
| unity_refreshA | Run AssetDatabase.Refresh so file changes made outside the editor are imported and scripts recompile. |
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 4 tools
Each tool targets a clearly distinct concern: reading editor state, reading console output, executing a menu action, and refreshing assets. There is no realistic confusion between them, as names and descriptions point to different resources and actions.
All tools share a consistent 'unity_' prefix, but the remainder mixes nouns (status, console) with verb phrases (execute_menu, refresh). It is still highly readable and predictable overall.
Four tools is a focused, reasonable scope for a lightweight editor bridge, though it sits at the thin end and could plausibly include one or two more operations (e.g., play mode control, test running).
The core dev loop is covered: inspect state, read console diagnostics, refresh/import external changes, and run arbitrary menu items as an escape hatch. Direct play mode toggle or test execution would round it out, but the menu escape hatch mitigates most gaps.