blender-to-unity
Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through import_model_file, and…
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,
$ npx -y skills add CoplayDev/unity-mcp --skill unity-mcp-skill --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-mcp-skillContext preview
The summary Claude sees to decide when to auto-load this skill.
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,
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.
This skill helps you effectively use the Unity Editor with MCP tools and resources.
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:
**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
# 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.
# 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:
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"}}
])# 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:**
# 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)
read_console(
action="get",
types=["error", "warning"], # Focus on problems
count=10,
format="detailed"
)Unity MCP acts as a bridge between AI assistants and your Unity Editor. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.
Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through import_model_file, and…
Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main|beta|branch|local] to swap between upstream releases, your remote…