DBDelve
Dive deep into your data. A fast, native, multi-engine database client written in Rust. Free and open source, no telemetry.
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Mirven reads your Unity project and plans each feature with your team: the files it touches, who does what, how many people and the likely date. Mirven takes the code jobs you give it and hands each o
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MCP server inside the Unity Editor. One package, pure C#, no Python or Node. Compile, build scenes, see screenshots, run tests.
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Loading the full README.
Read the full README ↗Add the package, and your editor serves MCP at http://127.0.0.1:8765/mcp. Point Claude Code, Cursor, VS Code, Codex or any other MCP client at it. The agent can then compile your code and read the errors, build and change scenes, look at screenshots of what it made, and run your tests.
There is no Python server, no Node process, no uv, no bridge to keep alive. The server is a few C# files in an editor assembly, and it starts when Unity starts.
Package Manager → + → Add package from git URL, then paste:
https://github.com/siiplasplas/unity-mcp.git
Or add it to Packages/manifest.json, pinned to a release:
"com.mirven.unity-mcp": "https://github.com/siiplasplas/unity-mcp.git#v0.1.0"
When Unity finishes importing, the server is running. Window → Unity MCP shows its status, the URL and the calls it has handled.
Claude Code
claude mcp add --transport http unity http://127.0.0.1:8765/mcp
Cursor, in .cursor/mcp.json
{ "mcpServers": { "unity": { "url": "http://127.0.0.1:8765/mcp" } } }
VS Code, in .vscode/mcp.json
{ "servers": { "unity": { "type": "http", "url": "http://127.0.0.1:8765/mcp" } } }
Codex, in ~/.codex/config.toml
[mcp_servers.unity]
url = "http://127.0.0.1:8765/mcp"
Claude Desktop, which only speaks stdio, through mcp-remote
{ "mcpServers": { "unity": { "command": "npx", "args": ["mcp-remote", "http://127.0.0.1:8765/mcp"] } } }
The Unity MCP window has all of these with a copy button, already filled in with your port.
The island at the top was built in an empty scene by 55 tool calls: materials, primitives, a point light, a parented cottage and a boat. tools~/demo.py replays them, so you can build it yourself.
Screenshots come back as images, not file paths. A model that can see can check its own work: whether the roof sits on the walls, whether the camera frames the object, whether the light is on.
compile waits for Unity to finish and returns the errors with file, line and column. run_tests waits for the Test Runner and returns each failure's message and the line it came from. Here is the output of one session, unedited:
21 tools. Every tool that changes the project is a single Undo step, so you can take back anything the agent did with Ctrl+Z, or ask it to call undo.
| Area | Tool | What it does |
|---|---|---|
| Editor | editor_state | Unity version, project, render pipeline, play and compile state, open scenes, selection, console counts |
compile | Import changed files, compile, wait, and return errors and warnings with file(line,col) | |
console | Recent Console entries, errors and warnings by default | |
play | Enter, exit, pause, resume or step play mode | |
menu | Run any menu item by path | |
undo | Undo or redo the last changes | |
select | Select objects or assets and frame them, so you see what the agent means | |
| Scene | hierarchy | Compact tree of the open scenes, or of one object |
scene | List, open, save, create or save-as. Refuses to drop unsaved changes unless asked | |
inspect | Transform and every component's serialized properties, with paths for set_property | |
create_object | Primitive, empty or prefab instance, with transform, components and material in one call | |
modify_object | Name, parent, transform, active, tag, layer, static flag, on one or many objects | |
delete_object | Delete objects and their children | |
add_component | Add a built-in component or your own script, and set its fields | |
remove_component | Remove a component | |
set_property | Set serialized properties on components, materials or ScriptableObjects. References take asset or scene paths | |
save_prefab | Save a scene object as a prefab and connect it | |
| Assets | find_assets | Search like the Project window: t:Material red, l:Enemy |
Writing scripts is left to the agent's own file tools, which every client already has and which are better at it. compile closes the loop.
Most Unity MCP servers are a bridge: a Python or Node server that the client talks to, plus a Unity plugin that it relays to over a socket. Those projects cover more ground than this one, with tools for ProBuilder, VFX, shaders, asset generation and more. If you need that breadth, use them.
Unity MCP takes the other trade.
| Unity MCP | Bridge-based servers | |
|---|---|---|
| Install | One Unity package | Unity package, plus a Python or Node runtime and its server |
| Processes | Just Unity | Unity, the server, and the connection between them |
| Transport | Streamable HTTP, straight into the editor | stdio or HTTP to the server, then a socket to Unity |
| Updating | Package Manager | The package and the server, kept in step |
What you also get here:
compile and run_tests wait for the result and return it in the same call.-batchmode, with no editor window.Window → Unity MCP
This is the beginning of the README. Read the rest at the original. Read the full README ↗
create_material | Create or update a material with the project's render pipeline shader |
| Seeing | screenshot | Render the scene, one object, a scene camera or the Scene view, and return the image |
| Testing | run_tests | Run EditMode tests and return counts and failures. Appears when the Test Framework package is installed |