codex

Unity MCP

Build, inspect, debug, optimize, and release Unity projects through MCP for Unity 10.1.2.

0 on GitHubby pirate-608v10.1.2MITupdated 2 months agoDeveloper Tools

Plugin unity-mcp in pirate-608/codex-plugins. Commands read from the repo's manifest — 1 month ago.

This plugin runs code on your machine — it starts local MCP servers. The exact commands are listed below; read them before installing.

What it installs

Skills (10)

  • unity-2d-development

    Build and modify Unity 2D games through Unity MCP. Use for sprites and sprite import settings, 2D cameras, orthographic framing, 2D physics, Rigidbody2D and Collider2D behavior, joints, sorting layers, tile or grid-based levels, 2D animation, parallax, pixel-art rendering, and 2D gameplay prototypes

  • unity-3d-worldbuilding

    Design, block out, light, and validate Unity 3D scenes through Unity MCP. Use for level grayboxing, ProBuilder geometry, GameObject hierarchy, materials, terrain-like layouts, cameras and Cinemachine, 3D colliders and rigidbodies, lighting, light or reflection probes, skybox, fog, post-processing, U

  • unity-build-release

    Configure, build, validate, and package Unity player releases through Unity MCP. Use for Windows, macOS, Linux, Android, iOS, WebGL, UWP, tvOS, visionOS, or dedicated-server builds; Build Profiles, build scenes, product and bundle settings, versioning, scripting backend, architecture, development bu

  • unity-content-animation-vfx

    Create, import, configure, and integrate Unity visual or audio content through Unity MCP. Use for textures and sprites, models, materials, shaders, animation clips and Animator Controllers, particles, Visual Effect Graph, LineRenderer and TrailRenderer effects, audio assets, procedural placeholders,

  • unity-debug-testing

    Reproduce, diagnose, fix, and regression-test Unity failures through Unity MCP. Use for C# compile errors, console exceptions, failing EditMode or PlayMode tests, broken scenes or prefabs, missing references, physics bugs, input or UI failures, package and domain-reload issues, incorrect runtime beh

  • unity-gameplay-development

    Implement and refactor Unity gameplay systems through Unity MCP. Use for C# MonoBehaviours, ScriptableObjects, input, character or vehicle controllers, combat, interactions, spawning, inventory, state machines, events, save data, prefabs, scene flow, gameplay architecture, package-backed features, E

  • unity-mcp-orchestrator

    Orchestrate cross-domain Unity Editor work through Unity MCP tools and resources. Use for broad tasks spanning multiple Unity disciplines, initial MCP connection or instance selection, resource-first scene inspection, recovery from editor busy or domain-reload states, or requests that do not fit one

  • unity-performance-optimization

    Measure and improve Unity performance through Unity MCP. Use for CPU or GPU frame-time spikes, garbage collection, memory growth or leaks, draw calls, batches, overdraw, physics cost, asset memory, loading or runtime hitches, mobile or XR budgets, Profiler captures, Memory Profiler snapshots, Frame

  • unity-project-setup

    Configure and audit an existing Unity project through Unity MCP. Use for project initialization, package installation or removal, render-pipeline checks, Input System or Cinemachine setup, tags, layers, physics defaults, scene lists, ScriptableObject configuration, and project readiness before featu

  • unity-ui-design

    Design, build, and visually validate Unity interfaces through Unity MCP. Use for UI Toolkit UXML and USS, UIDocument and PanelSettings, uGUI Canvas hierarchies, TextMeshPro, menus, HUDs, dialogs, settings, inventory, responsive anchors and layouts, controller or keyboard navigation, accessibility st

MCP servers (1)

  • unity-mcp

    runs: powershell.exe -NoLogo -NoProfile -NonInteractive -ExecutionPolicy Bypass -File ./scripts/start-unity-mcp-stdio.ps1

View source on GitHub

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