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mcp-unity

제작: CoderGamester · CoderGamester/mcp-unity

A focused Unity MCP for scene editing, tests, and prefab work — simpler surface than the bigger alternatives.

CoderGamester/mcp-unity is a Node-based MCP plugin for Unity 6+ with ~30 well-scoped tools: scene management, GameObject manipulation, components, prefabs, materials, tests, console. Designed for Cursor, Claude Code, Codex, Windsurf.

왜 쓰나요

핵심 기능

라이브 데모

실제 사용 모습

unity-3.replay ▶ 준비됨
0/0

설치

클라이언트 선택

~/Library/Application Support/Claude/claude_desktop_config.json  · Windows: %APPDATA%\Claude\claude_desktop_config.json
{
  "mcpServers": {
    "unity-3": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/CoderGamester/mcp-unity"
      ],
      "_inferred": true
    }
  }
}

Claude Desktop → Settings → Developer → Edit Config 열기. 저장 후 앱 재시작.

~/.cursor/mcp.json · .cursor/mcp.json
{
  "mcpServers": {
    "unity-3": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/CoderGamester/mcp-unity"
      ],
      "_inferred": true
    }
  }
}

Cursor는 Claude Desktop과 동일한 mcpServers 스키마 사용. 프로젝트 설정이 전역보다 우선.

VS Code → Cline → MCP Servers → Edit
{
  "mcpServers": {
    "unity-3": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/CoderGamester/mcp-unity"
      ],
      "_inferred": true
    }
  }
}

Cline 사이드바의 MCP Servers 아이콘 클릭 후 "Edit Configuration" 선택.

~/.codeium/windsurf/mcp_config.json
{
  "mcpServers": {
    "unity-3": {
      "command": "TODO",
      "args": [
        "See README: https://github.com/CoderGamester/mcp-unity"
      ],
      "_inferred": true
    }
  }
}

Claude Desktop과 같은 형식. Windsurf 재시작 후 적용.

~/.continue/config.json
{
  "mcpServers": [
    {
      "name": "unity-3",
      "command": "TODO",
      "args": [
        "See README: https://github.com/CoderGamester/mcp-unity"
      ]
    }
  ]
}

Continue는 맵이 아닌 서버 오브젝트 배열 사용.

~/.config/zed/settings.json
{
  "context_servers": {
    "unity-3": {
      "command": {
        "path": "TODO",
        "args": [
          "See README: https://github.com/CoderGamester/mcp-unity"
        ]
      }
    }
  }
}

context_servers에 추가. 저장 시 Zed가 핫 리로드.

claude mcp add unity-3 -- TODO 'See README: https://github.com/CoderGamester/mcp-unity'

한 줄 명령. claude mcp list로 확인, claude mcp remove로 제거.

사용 사례

실전 활용법: mcp-unity

How to build a simple scene from chat with minimal ceremony

👤 Indie Unity devs ⏱ ~15 min beginner

언제 쓸까: You want a Unity MCP without 100+ tools cluttering your context.

사전 조건
  • Unity 6 or later — unity.com/download
  • Node 18+ — nodejs.org or nvm
  • Install package from git URL — Package Manager > + > Add from git URL: https://github.com/CoderGamester/mcp-unity.git
흐름
  1. Compose a scene
    Create a new scene 'Playground'. Add a Plane, a Directional Light, and 3 cubes at positions (-2,0,0), (0,0,0), (2,0,0).✓ 복사됨
    → Scene appears, objects visible
  2. Wire up interactions
    Add a Rigidbody and BoxCollider to each cube. Make cube at origin kinematic.✓ 복사됨
    → Components visible on inspect
  3. Run tests
    run_tests mode=EditMode. Show failures.✓ 복사됨
    → Test output

결과: A working scene + passing tests, all in chat.

함정
  • batch_execute rollback behavior varies — not a real transaction — Assume partial success on error; verify after batch
함께 쓰기: github

How to author and instantiate prefabs from chat

👤 Unity devs building reusable assets ⏱ ~15 min intermediate

언제 쓸까: You want the agent to maintain a prefab library.

흐름
  1. Create a prefab
    Build a GameObject 'Enemy' with Rigidbody + EnemyAI component, then create_prefab from it at Assets/Prefabs/Enemy.prefab.✓ 복사됨
    → Prefab file created
  2. Instantiate
    add_asset_to_scene Assets/Prefabs/Enemy.prefab at 5 random positions within 50 units of origin.✓ 복사됨
    → 5 enemies placed

결과: A reusable Enemy prefab + 5 placed instances.

How to iterate on a fix with run_tests in a tight loop

👤 Unity devs with test coverage ⏱ ~15 min intermediate

언제 쓸까: Bug + test exists; want fast red-green-refactor.

흐름
  1. See the failure
    run_tests mode=EditMode filter='EnemyAI_ShouldPatrol'. Show the stack.✓ 복사됨
    → Failing assertion with line
  2. Edit and retest
    Apply the minimal fix, save, and rerun the test.✓ 복사됨
    → Green test

결과: Green test, confidence in fix.

함께 쓰기: github

조합

다른 MCP와 조합해 10배 효율

unity-3 + github

Run tests, then commit + PR the fix

Fix EnemyAI test failure, commit on branch fix/enemy-patrol, open a PR.✓ 복사됨

도구

이 MCP가 노출하는 것

도구입력언제 호출비용
create_scene name: str Start a new scene free
load_scene path: str Open existing scene free
get_gameobject name_or_id: str Look up one object free
update_gameobject id, props Rename, re-parent, toggle active free
update_component target, component, values Tweak component fields free
create_prefab source_id, path Capture an object as prefab free
add_asset_to_scene path, position?, rotation? Instantiate an asset/prefab free
run_tests mode: 'EditMode'|'PlayMode', filter? Unit tests free
get_console_logs since_ms? Check errors free
batch_execute calls: Call[] Compose several tool calls free

비용 및 제한

운영 비용

API 쿼터
None — local only
호출당 토큰
Small; this MCP has a tight tool list
금액
Free (open source)
Batch related ops via batch_execute to reduce round trips.

보안

권한, 시크릿, 파급범위

최소 스코프: Local project access only
자격 증명 저장: None
데이터 외부 송신: Localhost; LLM sees whatever your tool returns
절대 부여 금지: Expose the Node bridge to non-loopback

문제 해결

자주 발생하는 오류와 해결

Unity 'package could not be resolved'

Requires Unity 6 or later. Check version; git URL install fails on older editors.

Node bridge crashes on startup

Requires Node 18 + npm 9. Check 'node -v' and upgrade.

확인: node -v
Tests don't appear

Test assemblies must be defined in Assembly Definition files referencing TestRunner.

대안

mcp-unity 다른 것과 비교

대안언제 쓰나단점/장점
MCP for Unity (CoplayDev)You want the largest Unity tool surface with physics/VFX coverageMore tools = more context cost
Unity-MCP (IvanMurzak)You need Roslyn-backed one-shot C# executionMore power, more risk

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리소스

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