IvanMurzak/Unity-MCP
这个仓库里有 80 个技能,GitHub 星标 ★ 4,278。
- build-cliBuild the unity-mcp-cli TypeScript CLI tool and link it globally for terminal us
- github-pr-review-fixReview and resolve PR comments from GitHub. Validates each comment, fixes legiti
- assets-copyCopy assets at given paths and store them at new paths. Refreshes the AssetDatab
- assets-create-folderCreate a new folder under a parent folder inside 'Assets/'. The parent path must
- assets-deleteDelete the assets at the given project paths. Refreshes the AssetDatabase at the
- assets-findSearch the Unity asset database using a search filter string. The filter accepts
- assets-find-built-inSearch the built-in assets of the Unity Editor (located at Resources/unity_built
- assets-get-dataGet asset data from the asset file in the Unity project — every serializable fie
- assets-material-createCreate a new Material asset with default parameters at a given 'Assets/'-rooted
- assets-modifyModify an asset file in the project. Use 'assets-get-data' first to inspect the
- assets-moveMove or rename assets at the given project paths. Refreshes the AssetDatabase at
- assets-prefab-closeClose the currently opened prefab edit stage. Optionally saves changes back to t
- assets-prefab-createCreate a Prefab (or Prefab Variant) at a project asset path. Source can be a sce
- assets-prefab-instantiateInstantiate a prefab into the currently active scene at an optional position/rot
- assets-prefab-openOpen the prefab edit stage for a prefab instance or prefab asset GameObject. Mod
- assets-prefab-saveSave the currently opened prefab edit stage back to its prefab asset without exi
- assets-refreshRefresh the Unity AssetDatabase. Use after files were added or updated outside o
- assets-shader-get-dataGet detailed data about a shader asset — properties, subshaders, passes, compila
- assets-shader-list-allList all shaders available in the project assets and packages, sorted by name. U
- console-clear-logsClear the MCP log cache (used by 'console-get-logs') and the Unity Editor Consol
- console-get-logsRetrieve Unity Editor logs from the MCP plugin's `LogCollector`, optionally filt
- editor-application-get-stateReturn the current state of `UnityEditor.EditorApplication` — playmode, paused s
- editor-application-set-stateStart / stop / pause the Unity Editor 'playmode'. Use 'editor-application-get-st
- editor-selection-getGet information about the current Selection in the Unity Editor — active object,
- editor-selection-setSet the current Selection in the Unity Editor to the provided objects. All `Obje
- gameobject-component-addAdd one or more Components to a GameObject in the opened Prefab or active Scene.
- gameobject-component-destroyDestroy one or more Components from a target GameObject. Missing (null) componen
- gameobject-component-getGet detailed information about a specific Component on a GameObject — type, enab
- gameobject-component-list-allList the fully-qualified C# type names of every concrete `UnityEngine.Component`
- gameobject-component-modifyModify a specific Component on a GameObject in opened Prefab or in a Scene. Allo
- gameobject-createCreate a new GameObject in the currently opened Prefab or active Scene, optional
- gameobject-destroyDestroy a GameObject (and all nested children) in the currently opened Prefab or
- gameobject-duplicateDuplicate a batch of GameObjects in the currently opened Prefab or active Scene.
- gameobject-findFind a specific GameObject in the opened Prefab (preferred when present) or the
- gameobject-modifyModify GameObject fields and properties in opened Prefab or in a Scene. You can
- gameobject-set-parentReparent a batch of GameObjects under a new parent in the currently opened Prefa
- object-get-dataGet serialized data for a Unity `UnityEngine.Object` — all serializable fields a
- object-modifyModify a Unity `UnityEngine.Object`'s serializable fields/properties. Three modi
- package-addInstall a Unity package from the registry, a Git URL, or a local path. Modifies
- package-listList all UPM packages installed in the Unity project — name, version, source, de
- package-removeUninstall a UPM package from the Unity project. Modifies `manifest.json` and may
- package-searchSearch Unity's package registry plus locally installed packages (Git, local, emb
- pingLightweight readiness probe. Returns the input `message` echoed back, or `'pong'
- profiler-capture-frameCapture the current frame's timing info (delta time, FPS, frame counts, runtime)
- profiler-clear-dataDiscard all frames currently held by the Editor Profiler (UnityEditorInternal.Pr
- profiler-enable-moduleToggle the wrapper's local 'enabled' flag for a named profiler module. Bookkeepi
- profiler-get-memory-statsReturn memory statistics snapshot from UnityEngine.Profiling.Profiler — reserved
- profiler-get-rendering-statsReturn current frame timing, FPS, vsync, target frame rate, threading mode, and
- profiler-get-script-statsReturn script execution timing (frame time, fixed dt, time scale, frame count, r
- profiler-get-statusReturn the Unity profiler's current enabled state, active modules, max-used memo
- profiler-list-modulesList all known profiler module names with their local 'enabled' bookkeeping flag
- profiler-load-dataRead back a previously-saved JSON snapshot from `profiler-save-data` and return
- profiler-save-dataSave a snapshot of profiler-derived stats (status + memory + rendering + script
- profiler-startEnable Unity's runtime profiler and open the Profiler window. Idempotent: callin
- profiler-stopDisable Unity's runtime profiler. Idempotent — calling when already disabled ret
- reflection-method-callCall a C# method by reflection — including private methods. Requires a method sc
- reflection-method-findFind C# methods across every loaded assembly by name / type / parameters — inclu
- scene-createCreate a new Unity scene asset and save it at the given `.unity` path. Use 'scen
- scene-get-dataRetrieve the list of root GameObjects in the specified opened scene (or the acti
- scene-list-openedList every scene currently opened in the Unity Editor as a shallow snapshot (nam
- scene-openOpen a Unity scene asset in Single or Additive mode. Returns the post-open list
- scene-saveSave an opened scene back to its asset file (or to a new path when `path` is pro
- scene-set-activeMark an opened scene as the Editor's active scene (the one new GameObjects are a
- scene-unloadUnload an opened scene from the Unity Editor (asynchronously via `SceneManager.U
- screenshot-cameraCapture a screenshot from a Unity `Camera` and return it as a PNG image for dire
- screenshot-game-viewCapture a screenshot of the Unity Editor's Game View by reading its internal ren
- screenshot-isolatedRender a target GameObject from a chosen camera angle with optional layer-based
- screenshot-scene-viewCapture a screenshot from the Unity Editor Scene View at the requested size. Ren
- script-deleteDelete one or more `.cs` script files from disk, refresh the AssetDatabase, and
- script-executeCompiles and executes C# code dynamically using Roslyn. Supports a full-code mod
- script-readRead a `.cs` script file and return its content as a string. Supports a 1-based
- script-update-or-createWrite a `.cs` script file (create or overwrite) with the provided C# code. Valid
- tests-runExecute Unity tests (`EditMode` or `PlayMode`) and return per-test results. Supp
- tool-set-enabled-stateEnable or disable MCP tools by name in batch. Persists the change via `UnityMcpP
- type-get-json-schemaGenerate a JSON Schema for a C# type name via reflection. Supports primitives, e
- unity-initial-setup|-
- unity-skill-createCreate a new skill (MCP tool) for the Unity Editor by writing a C# (.cs) file th
- unity-skill-generateRegenerate every `SKILL.md` from the project's currently-registered MCP tools in
- unity-tool-listList all Unity-MCP tools registered in the connected Unity Editor instance. Opti
- unity-version-splitSplit a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file need
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