Let Claude Code, Cursor, Copilot or any MCP client drive your Unity Editor: 150 tools for scenes, scripts, prefabs, play mode, screenshots and profiling.Pipeline-agnostic: all tools work on Built-in, URP, HDRP and custom SRPs.The post-processing Volume tools require the Universal Render Pipelinepackage; on other pipelines they report that URP is unavailable insteadof failing.KitWright MCP for Unity turns your Unity Editor into a live workspace your AIassistant can operate. It runs an MCP (Model Context Protocol) server inside theEditor, so any MCP-capable client — Claude Code, Cursor, LM Studio, Windsurf,Codex, VS Code Copilot — can read your project and act on it directly.Describe what you want in plain language. Your assistant creates the scene,generates the scripts, wires the UI, enters play mode, simulates input, capturesa screenshot to verify the result, and reads the console back — without youswitching windows or copy-pasting code.WHAT IT REPLACESInstead of pasting code into a chat window, reading it back, and fixing compileerrors by hand, the assistant works against the real project state: realcomponent values, real console output, real play-mode behaviour.SETUP1. Import the package2. Open KitWright > MCP Server and press Start3. Use one-click client configuration to generate the MCP entry for your clientNo external server to install, no Python, no Node. The transport runs on theMono runtime already bundled with Unity.REQUIREMENTSUnity 2022.3 or newer. Editor-only: nothing ships into your build. Works onBuilt-in, URP, HDRP and custom render pipelines. When Unity asks about PackageManager dependencies during import, choose Install/Upgrade.150 tools across 35 modules — GameObject, hierarchy, components, prefabs,scenes, materials, meshes, animation, camera, UI, physics, particles, lighting,timeline, ScriptableObjects, assets and asset import settingsexecute_code — compile and run C# in the live Editor with automatic Undoregistration and a structured changelog returned to the agentPlay mode automation — enter/exit play mode, control time scale, simulatekeyboard and mouse input, then capture game view, scene view, simulator or anyeditor window to verify what happenedProfiling and memory — profiler control, frame timing, counters, object memory,memory snapshots with comparison, frame debugger eventsStructured returns with instanceId chaining — every tool returns{success, message, data} with stable instanceId fields so agents chain by_idcalls instead of re-resolving objects by nameMCP resources and prompts — live project context, scene summaries, selectionstate, compile errors, console history, plus workflow prompts such asfix_compile_errors and runtime_validationOne-click client configuration — generates MCP config for Claude Code, Cursor,LM Studio, VS Code, Kiro, Trae and Codex from inside the Unity windowTool exposure control — choose exactly which tools the core and full profilesexpose to the agentScripts, compilation and testing — create, edit and patch scripts, wait forcompilation, read compile errors, run Unity tests as async jobsEditor state access — selection, prefab stage, active tool, open windows, tags,layers, build settings, project settings, undo/redo state, menu item executionAI coding assistants (Claude Code) were used as a development tool while writingand refactoring the C# editor scripts in this package, and while drafting theincluded documentation. Usage was limited to code authoring assistance.All generated code was reviewed, edited and tested by me before release. Thepackage ships with an automated test suite that is run against every change, andeach release is verified manually in real Unity projects on both Built-in andURP render pipelines, on Unity 2022.3 and Unity 6.No AI-generated art, audio, textures, models or other media assets are included— the package contains only C# source, two small editor icons authored by hand,and markdown documentation.




