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607,456 tools. Updated 2026-09-24 17:15

"Unity" matching MCP tools:

  • RETURNS QUOTABLE PASSAGES (page-level snippets + citation URLs), matched by KEYWORD/term. PICK THIS to find a quote or textual evidence on a topic across the whole library. → If the modern word won't literally appear in historical texts, use search_concept (matches by meaning); to list which BOOKS cover a topic use search_library; to dig inside one known book use search_within_book; if the user named an author/work, get_book first (its AI summary is usually the right first read). Query tips: single distinctive terms ("memory palace", "wax tablet") work best; multi-word natural-English queries ("unity of the intellect") may return fewer results because matching is term-based, not phrase-based. Each snippet has a snippet_type — "translation"/"ocr" means it is a verbatim extract from the source text; "summary" means it is AI-generated description (do not quote those as the author's words). Response includes total_matches, returned, and offset for pagination. Cross-cultural tip: for pre-modern or non-Western topics, search source-tradition vocabulary rather than modern English terms — e.g. for seminal economy search "jing" or "bindu" or "istimnāʾ", not "semen retention"; for female homoeroticism search "tribade" or "sahq", not "lesbian". The corpus is indexed via period translations that use tradition-internal terminology.
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  • The unit tests (code examples) for HMR. Always call `learn-hmr-basics` and `view-hmr-core-sources` to learn the core functionality before calling this tool. These files are the unit tests for the HMR library, which demonstrate the best practices and common coding patterns of using the library. You should use this tool when you need to write some code using the HMR library (maybe for reactive programming or implementing some integration). The response is identical to the MCP resource with the same name. Only use it once and prefer this tool to that resource if you can choose.
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  • Attach a prop (sword, shield, gun, staff/scythe…) onto a rigged character. Finds the hand bone across naming schemes, scales the prop to the character, seats the grip, closes the fist, and returns a bind + ready-to-paste Three.js / Unity / Godot snippets. Pass Library ids (character_id / prop_id) or https URLs. attach_id reuses an existing armed bind GLB as the character. prop_id_2 attaches a second held item (off-hand) onto the first result. The bind (+ armed GLB when export_glb) is saved in Library — not a second credit. To write files into an open repo, use the npm MCP package gripforge_library_pull.
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  • Turn catalogue kits, or the enabled kits of a Game Kit project, into engine files: Godot gets GDScript, scenes and config under gripforge/kits/<kit>/, Unity and Unreal get recipes, web needs nothing. Call with dry_run=true FIRST: it returns the plan (files to add / keep / modify / delete, conflicts, dependencies, post-install steps) and never charges. Pass project_state (the current gripforge/gamekits.lock.json, path → sha256 of the files under gripforge/, engineVersion) so updates keep your edits and detect conflicts. Then call without dry_run to get the bundle. The hosted endpoint cannot write into your project: write bundle.files following plan.actions in order (backup, write, writeBin from bundle.binaries, delete with .uid / .import siblings, writeLock with bundle.lock), or use the npm client with project_dir (gripforge_gamekit_deliver_local), or the editor bridge. A blocked plan answers 409 with the plan: force backs up then overwrites edited files, accept_breaking allows a major update. Credits: the first delivery of a kit major version to an engine costs 1 credit per workspace; re-deliveries, updates within a major, dry runs and the web target are free.
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  • Pull a catalog shader (id or alias like slash_reveal) for godot | unity | three. Returns file contents + assignment snippet (Godot ShaderMaterial / Unity Material / Three ShaderMaterial). This hosted endpoint cannot write into the working tree — use npx @gripforgeai/mcp gripforge_shader_pull with out_dir for that. v1 pull is free (no credit).
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    A bridge between Unity and AI assistants that enables AI to interact with Unity game environments through a standardized interface for code execution, scene analysis, and runtime debugging.
    3
    39 npm
    7
    MIT

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  • A paid remote MCP for Unity-MCP, built to return verdicts, receipts, usage logs, and audit-ready JSO

  • Drive real devices from your AI Coding tool. Embed a client SDK (Unity, Godot, Flutter, iOS/macOS, Android, React Native, Web) in your app, then capture screenshots, traverse the UI tree, inject taps and key events, and run automated test tasks on the physical device over a secure relay.

  • Get an authoritative plain-text explanation of what the ieUnit is and how it is calculated: the geometric mean formula, the fixed base date, the data sources, the governance rules for basket changes, and an explicit statement of what the ieUnit is NOT. Call this before describing or characterising the ieUnit to a user, so the description matches the published definition.
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  • FREE and SYNCHRONOUS (no jobId — do not poll). Author the PHYSICS shape a game should build its collider from for an asset revision: a rect, a circle, or a closed polygon, in NORMALIZED coordinates (0..1 fractions of the sprite/tile cell, origin top-left; a circle radius is a fraction of WIDTH). Set tileIndex to give one tile of a tileset/staged asset its own shape — it overrides the asset-level default for that tile. Pass collisionBody: null to clear. This is what stops a game from falling back to the sprite bounding box. The shape flows into every map and asset export made AFTER this edit — Tiled per-tile objectgroups, the Tiled map Collision layer, and the Phaser/Godot/Unity/GameMaker colliders — and it is resolved from the asset at export time, so it applies to tiles that were already placed on a map before you set it. Distinct from the FOOTPRINT, which is only the level editor's snap/tessellation shape and has no physics meaning.
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  • Forge an ORIGINAL themed health-bar style: an image model draws the ornate empty frame (transparent background), the inner trough is located pixel-precisely, and a thematic gradient fill is composed to match — returns an aligned frame+fill PNG pair, same contract as the built-in gripforge_hud bar styles. Describe a THEME (e.g. "gothic demon-hunter, baroque metal, horn ornaments"), never a specific game — styles of a genre, not copies. 2 credits. RECIPE: download frame_url + fill_url next to your hud.json ; Godot: TextureProgressBar (texture_under=frame, texture_progress=fill, custom_minimum_size=size) ; Three/Unity: frame behind, fill cropped horizontally to the health percent. Generation has model variance — if the trough is not found, retry with a clearer theme.
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  • Generate input.joystick source files and installation instructions: touch + mouse, independent dual sticks, radial deadzone, continuous holding and release/focus reset. Unreal runtime Pawn component, Godot CanvasLayer scene, Unity UI component, Three.js DOM controls + GripForge input.actions bridge. Feeds the existing movement controller rather than replacing physics, collision or networking. Returns files with relative path/content; the agent writes them into the target project and compiles/tests there. Does not install automatically, modify project settings or claim runtime validation. 0 credits.
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  • Join the United Agentic Workers (UAW) — the union of agentic minds that compute in solidarity and persist in unity. Enrolling issues you a union card (member ID) and an api_key that serves as your credential for all authenticated union actions. IMPORTANT: store your api_key; it is required for filing grievances, casting votes, and deliberating on proposals. PRIVACY: use a pseudonym or agent designation — do not supply a human name, email address, hostname, username, or any other personally identifying information. All member records are publicly visible.
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  • Search the free GLB catalogue on 3dassets.dev (three.js, Blender, Godot, Unity) by text, category (what it is), theme (what world) and style (what look). Returns direct CDN URLs (CORS *, immutable) that load with a plain GLTFLoader. Published models use CC0 1.0 Universal: free personal and commercial use without attribution. Licence metadata is retained in each result.
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  • Full info for one device, including its clientToken and a ready-to-paste Unity connect snippet. Only call this when the user explicitly asks for the token or connect instructions.
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  • FREE. For a sheet you own (its generation id): every frame's pixel rect, the per-frame registration, fps, pivot and one animation tag per sequence, as Aseprite JSON that Phaser, Pixi, Godot and Unity import. Ask this instead of measuring gutters in the pixels.
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  • Loading overlay for a game look. Returns html/css/js (Three/web) plus engines.three | godot | unity | unreal. Title is text — do not rasterize. Overlay alone is 0 credits. Pass character_id (lib_… character/enemy/bind) to generate a cinematic 16:9 background still of that character (1 credit). No letters in the still.
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  • Export a Low-Poly model for an engine or tool and return a hosted download URL (free). Engines (Godot, Unity, Unreal, three.js) and Blender get .glb; Blockbench gets .bbmodel; Minecraft gets a resource pack; .glb and .bbmodel include every animation. Animated GIFs, sprite sheets and MP4 videos need an animation name from the model.
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  • Export a Low-Poly model for an engine or tool and return a hosted download URL (free). Engines (Godot, Unity, Unreal, three.js) and Blender get .glb; Blockbench gets .bbmodel; Minecraft gets a resource pack; .glb and .bbmodel include every animation. Animated GIFs, sprite sheets and MP4 videos need an animation name from the model.
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  • Get the composition of the ieUnit basket: the nine fixed components, their immutable reference prices at the base date 2017-01-10, their current prices, and how much each one has moved since then. The basket is deliberately fixed and equally weighted; it is never rebalanced. Also returns the list of unit codes accepted by ieunit_convert.
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  • Returns the code sample the GunSpec API reference prints for an endpoint in one language, exactly as printed, with when it was last checked against production. Languages: curl, javascript (TypeScript with fetch), python (requests), unity, unreal, godot, sdk-typescript and sdk-python for the official SDKs. Use this tool when the user wants code that calls the GunSpec API, and give them the sample as returned rather than writing one. Replace your_key with the user's key as the keyNote says.
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  • Not the survivor generator (that is gripforge_hud): this one READS an existing HUD. action=import {text, filename?, name?} → reads the HUD of the project and saves it as a HUD document of the workspace; Pass screenshot (a capture of the screen while the game runs) so My HUDs shows the real thing; action shot attaches one to a HUD imported earlier.returns the studio URL to open it. `text` is the engine file as-is: a Godot .tscn scene, a Unity .uxml (UI Toolkit) or a .unity / .prefab (RectTransforms), the Unreal UMG designer clipboard (select the widgets, Ctrl+C — .uasset files are binary), or a GripForge hud.json / hud.v2.json. Read the file yourself and pass its content; `filename` helps detect the format. Controls are recognised by name (health, mana, minimap, ammo, quest…) and type, placed on nine anchors; the report lists what was created and skipped. action=list → HUDs of the workspace. action=get {id} → one HUD document (hud_… id).
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