unity-mcp-orchestrator
Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
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SKILL.md
---
name: unity-mcp-orchestrator
description: Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for effective Unity-MCP integration.
---
# Unity-MCP Operator Guide
This skill helps you effectively use the Unity Editor with MCP tools and resources.
## Template Notice
Examples in `references/workflows.md` and `references/tools-reference.md` are reusable templates. They may be inaccurate across Unity versions, package setups (UGUI/TMP/Input System), and project-specific conventions. Please check console, compilation errors, or use screenshot after implementation.
Before applying a template:
- Validate targets/components first via resources and `find_gameobjects`.
- Treat names, enum values, and property payloads as placeholders to adapt.
## Quick Start: Resource-First Workflow
**Always read relevant resources before using tools.** This prevents errors and provides the necessary context.
```
1. Check editor state → mcpforunity://editor/state
2. Understand the scene → mcpforunity://scene/gameobject-api
3. Find what you need → find_gameobjects or resources
4. Take action → tools (manage_gameobject, create_script, script_apply_edits, apply_text_edits, validate_script, delete_script, get_sha, etc.)
5. Verify results → read_console, manage_camera(action="screenshot"), resources
```
**If a tool you need is not in your tool list, it is not necessarily missing.** Check these before troubleshooting the connection:
- **Project custom tools** (C# `[McpForUnityTool]`): with project-scoped tools enabled on the server, they are *not* callable by name. List them via `mcpforunity://custom-tools` and run them with `execute_custom_tool(tool_name="...", parameters={...})`. With it disabled, they are registered as ordinary tools and appear in your list.
- **Disabled tool groups**: over HTTP, a session starts with only the `core` group enabled. Over stdio, all groups start enabled and are then synced to the tool toggles in the Unity editor, so a tool can still be hidden. `manage_tools(action="list_groups")` shows the groups, `manage_tools(action="activate", group="...")` enables one.
## Critical Best Practices
### 1. After Writing/Editing Scripts: Wait for Compilation and Check Console
```python
# After create_script or script_apply_edits:
# Both tools already trigger AssetDatabase.ImportAsset + RequestScriptCompilation automatically.
# No need to call refresh_unity — just wait for compilation to finish, then check console.
# 1. Poll editor state until compilation completes
# Read mcpforunity://editor/state → wait until is_compiling == false
# 2. Check for compilation errors
read_console(types=["error"], count=10, include_stacktrace=True)
```
**Why:** Unity must compile scripts before they're usable. `create_script` and `script_apply_edits` already trigger import and compilation automatically — calling `refresh_unity` afterward is redundant.
### 2. Use `batch_execute` for Multiple Operations
```python
# 10-100x faster than sequential calls
batch_execute(
commands=[
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube1", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube2", "primitive_type": "Cube"}},
{"tool": "manage_gameobject", "params": {"action": "create", "name": "Cube3", "primitive_type": "Cube"}}
],
parallel=True # Hint only: Unity may still execute sequentially
)
```
**Max 25 commands per batch by default (configurable in Unity MCP Tools window, max 100).** Use `fail_fast=True` for dependent operations.
**Tip:** Also use `batch_execute` for discovery — batch multiple `find_gameobjects` calls instead of calling them one at a time:
```python
batch_execute(commands=[
{"tool": "find_gameobjects", "params": {"search_term": "Camera", "search_method": "by_component"}},
{"tool": "find_gameobjects", "params": {"search_term": "Player", "search_method": "by_tag"}},
{"tool": "find_gameobjects", "params": {"search_term": "GameManager", "search_method": "by_name"}}
])
```
### 3. Use Screenshots to Verify Visual Results
```python
# Basic screenshot (saves to Assets/, returns file path only)
manage_camera(action="screenshot")
# Inline screenshot (returns base64 PNG directly to the AI)
manage_camera(action="screenshot", include_image=True)
# Use a specific camera and cap resolution for smaller payloads
manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
# Batch surround: captures front/back/left/right/top/bird_eye around the scene
manage_camera(action="screenshot", batch="surround", max_resolution=256)
# Batch surround centered on a specific object
manage_camera(action="screenshot", batch="surround", view_target="Player", max_resolution=256)
# Positioned screenshot: place a temp camera and capture in one call
manage_camera(action="screenshot", view_target="Player", view_position=[0, 10, -10], max_resolution=512)
# Scene View screenshot: capture what the developer sees in the editor
manage_camera(action="screenshot", capture_source="scene_view", include_image=True)
# Scene View framed on a specific object
manage_camera(action="screenshot", capture_source="scene_view", view_target="Canvas", include_image=True)
```
**Best practices for AI scene understanding:**
- Use `include_image=True` when you need to *see* the scene, not just save a file.
- Use `batch="surround"` for a comprehensive overview (6 angles, one command).
- Use `view_target`/`view_position` to capture from a specific viewpoint without needing a scene camera.
- Use `capture_source="scene_view"` to see the editor viewport (gizmos, wireframes, grid).
- Keep `max_resolution` at 256–512 to balance quality vs. token cost.
```python
# Agentic camera loop: point, shoot, analyze
manage_gameobject(action="look_at", target="MainCamera", look_at_target="Player")
manage_camera(action="screenshot", camera="MainCamera", include_image=True, max_resolution=512)
# → Analyze image, decide next action
# Multi-view screenshot (6-angle contact sheet)
manage_camera(action="screenshot_multiview", max_resolution=480)
# Scene View for editor-level inspection (shows gizmos, debug overlays, etc.)
manage_camera(action="screenshot", capture_source="scene_view", view_target="Player", include_image=True)
```
### 4. Check Console After Major Changes
```python
read_console(
action="get",
types=["error", "warning"], # Focus on problems
count=10,
format="detailed"
)
```
### 5. Always Check `mcpforunity://editor/state` Before Complex Operations
```python
# Read mcpforunity://editor/state to check:
# - is_compiling: Wait if true
# - is_domain_reload_pending: Wait if true
# - ready_for_tools: Only proceed if true
# - blocking_reasons: Why tools might fail
```
## Parameter Type Conventions
These are common patterns, not strict guarantees. `manage_components.set_property` payload shapes can vary by component/property; if a template fails, inspect the component resource payload and adjust.
### Vectors (position, rotation, scale, color)
```python
# Both forms accepted:
position=[1.0, 2.0, 3.0] # List
position="[1.0, 2.0, 3.0]" # JSON string
```
### Booleans
```python
# Both forms accepted:
include_inactive=True # Boolean
include_inactive="true" # String
```
### Colors
```python
# Auto-detected format:
color=[255, 0, 0, 255] # 0-255 range
color=[1.0, 0.0, 0.0, 1.0] # 0.0-1.0 normalized (auto-converted)
```
### Paths
```python
# Assets-relative (default):
path="Assets/Scripts/MyScript.cs"
# URI forms:
uri="mcpforunity://path/Assets/Scripts/MyScript.cs"
uri="file:///full/path/to/file.cs"
```
## Core Tool Categories
| Category | Key Tools | Use For |
|----------|-----------|---------|
| **Scene** | `manage_scene`, `find_gameobjects` | Scene operations, finding objects. Multi-scene editing (additive load, close, set active, move GO between scenes), scene templates (`3d_basic`, `2d_basic`, `empty`, `default`), scene validation with `auto_repair`. For build settings, use `manage_build(action="scenes")`. |
| **Objects** | `manage_gameobject`, `manage_components` | Creating/modifying GameObjects |
| **Scripts** | `create_script`, `script_apply_edits`, `validate_script` | C# code management (auto-refreshes on create/edit) |
| **Assets** | `manage_asset`, `manage_prefabs` | Asset operations. **Prefab instantiation** is done via `manage_gameobject(action="create", prefab_path="...")`, not `manage_prefabs`. |
| **Editor** | `manage_editor`, `execute_menu_item`, `read_console` | Editor control, package deployment (`deploy_package`/`restore_package`), undo/redo (`undo`/`redo` actions) |
| **Testing** | `run_tests`, `get_test_job` | Unity Test Framework |
| **Batch** | `batch_execute` | Parallel/bulk operations |
| **Camera** | `manage_camera` | Camera management (Unity Camera + Cinemachine). **Tier 1** (always available): create, target, lens, priority, list, screenshot. **Tier 2** (requires `com.unity.cinemachine`): brain, body/aim/noise pipeline, extensions, blending, force/release. 7 presets: follow, third_person, freelook, dolly, static, top_down, side_scroller. Resource: `mcpforunity://scene/cameras`. Use `ping` to check Cinemachine availability. See [tools-reference.md](references/tools-reference.md#camera-tools). |
| **Animation** | `manage_animation`, `manage_sprite` | Animator control, clips and controllers. **2D sprite sheets**: `manage_sprite(action="get_info")` returns a PNG or JPEG sheet as an image to count the grid from, then `full_setup` slices it and builds clips and a controller; clip names decide the states (idle, walk/run, attack-type triggers). Off by default over HTTP: `manage_tools(action="activate", group="animation")`. |
| **Graphics** | `manage_graphics` | Rendering and post-processing management. 33 actions across 5 groups: **Volume** (create/configure volumes and effects, URP/HDRP), **Bake** (lightmaps, light probes, reflection probes, Edit mode only), **Stats** (draw calls, batches, memory), **Pipeline** (quality levels, pipeline settings), **Features** (URP renderer features: add, remove, toggle, reorder). Resources: `mcpforunity://scene/volumes`, `mcpforunity://rendering/stats`, `mcpforunity://pipeline/renderer-features`. Use `ping` to check pipeline status. See [tools-reference.md](references/tools-reference.md#graphics-tools). |
| **Packages** | `manage_packages` | Install, remove, search, and manage Unity packages and scoped registries. Query actions: list installed, search registry, get info, ping, poll status. Mutating actions: add/remove packages, embed for editing, add/remove scoped registries, force resolve. Validates identifiers, warns on git URLs, checks dependents before removal (`force=true` to override). See [tools-reference.md](references/tools-reference.md#package-tools). |
| **Physics** | `manage_physics` | Manage 3D and 2D physics (21 actions). Settings, collision matrix, materials, joints (14 types). Queries: `raycast`, `raycast_all`, `linecast`, `shapecast` (sphere/box/capsule sweep), `overlap`. Forces: `apply_force` (AddForce/AddTorque/AddExplosionForce with ForceMode). Rigidbody: `get_rigidbody`, `configure_rigidbody` (mass, drag, gravity, constraints, collision detection). Validation: scene-wide checks. Simulation: `simulate_step` in edit mode. See [tools-reference.md](references/tools-reference.md#physics-tools). |
| **ProBuilder** | `manage_probuilder` | 3D modeling, mesh editing, complex geometry. **When `com.unity.probuilder` is installed, prefer ProBuilder shapes over primitive GameObjects** for editable geometry, multi-material faces, or complex shapes. Supports 12 shape types, face/edge/vertex editing, smoothing, and per-face materials. See [ProBuilder Guide](references/probuilder-guide.md). |
| **UI** | `manage_ui`, `batch_execute` with `manage_gameobject` + `manage_components` | **UI Toolkit**: Use `manage_ui` to create UXML/USS files, attach UIDocument, inspect visual trees. **uGUI (Canvas)**: Use `batch_execute` for Canvas, Panel, Button, Text, Slider, Toggle, Input Field. **Read `mcpforunity://project/info` first** to detect uGUI/TMP/Input System/UI Toolkit availability. (see [UI workflows](references/workflows.md#ui-creation-workflows)) |
| **Docs** | `unity_reflect`, `unity_docs` | API verification and documentation lookup. **`unity_reflect`** inspects live C# APIs via reflection (requires Unity connection): `search` types across assemblies, `get_type` for member summary, `get_member` for full signatures. **`unity_docs`** fetches official docs from docs.unity3d.com (no Unity connection needed): `get_doc` (ScriptReference), `get_manual` (Manual pages), `get_package_doc` (package docs), `lookup` (parallel search all sources + project assets). **Trust hierarchy: reflection > project assets > docs.** Workflow: `unity_reflect` search -> get_type -> get_member -> `unity_docs` lookup. See [tools-reference.md](references/tools-reference.md#docs-tools). |
| **More** | `manage_material`, `manage_texture`, `manage_shader`, `manage_vfx`, `manage_profiler`, `execute_code`, `manage_scriptable_object`, `generate_image`, `generate_model`, `generate_audio`, `import_model`, `import_model_file`, `blender_bridge` | Materials; textures, shaders and VFX (`vfx` group); profiling (`profiling`); in-editor C# and ScriptableObjects (`scripting_ext`); AI asset generation, Sketchfab and on-disk model import, Blender (`asset_gen`). Every tool has a section in [tools-reference.md](references/tools-reference.md). |
## Common Workflows
### Creating a New Script and Using It
```python
# 1. Create the script (automatically triggers import + compilation)
create_script(
path="Assets/Scripts/PlayerController.cs",
contents="using UnityEngine;\n\npublic class PlayerController : MonoBehaviour\n{\n void Update() { }\n}"
)
# 2. Wait for compilation to finish
# Read mcpforunity://editor/state → wait until is_compiling == false
# 3. Check for compilation errors
read_console(types=["error"], count=10)
# 4. Only then attach to GameObject
manage_gameobject(action="modify", target="Player", components_to_add=["PlayerController"])
```
### Finding and Modifying GameObjects
```python
# 1. Find by name/tag/component (returns IDs only)
result = find_gameobjects(search_term="Enemy", search_method="by_tag", page_size=50)
# 2. Get full data via resource
# mcpforunity://scene/gameobject/{instance_id}
# 3. Modify using the ID
manage_gameobject(action="modify", target=instance_id, position=[10, 0, 0])
```
### Running and Monitoring Tests
```python
# 1. Start test run (async)
result = run_tests(mode="EditMode", test_names=["MyTests.TestSomething"])
job_id = result["job_id"]
# 2. Poll for completion
result = get_test_job(job_id=job_id, wait_timeout=60, include_failed_tests=True)
```
## Pagination Pattern
Large queries return paginated results. Always follow `next_cursor`:
```python
cursor = 0
all_items = []
while True:
result = manage_scene(action="get_hierarchy", page_size=50, cursor=cursor)
all_items.extend(result["data"]["items"])
if not result["data"].get("next_cursor"):
break
cursor = result["data"]["next_cursor"]
```
## Multi-Instance Workflow
When multiple Unity Editors are running:
```python
# 1. List instances via resource: mcpforunity://instances
# 2. Set active instance
set_active_instance(instance="MyProject@abc123")
# 3. All subsequent calls route to that instance
```
## Error Recovery
| Symptom | Cause | Solution |
|---------|-------|----------|
| Tools return "busy" | Compilation in progress | Wait, check `mcpforunity://editor/state` |
| "stale_file" error | File changed since SHA | Re-fetch SHA with `get_sha`, retry |
| Connection lost | Domain reload | Wait ~5s, reconnect |
| Commands fail silently | Wrong instance | Check `set_active_instance` |
## Reference Files
For detailed schemas and examples:
- **[tools-reference.md](references/tools-reference.md)**: Every tool's main actions, parameters, and examples, with links to the full parameter tables
- **[resources-reference.md](references/resources-reference.md)**: All available resources and their data
- **[workflows.md](references/workflows.md)**: Extended workflow examples and patterns
- **[probuilder-guide.md](references/probuilder-guide.md)**: ProBuilder modeling patterns