Topic: claude-desktop
234 skills in this topic.
-
gameobject-component-list-all
List C# class names extended from UnityEngine.Component. Use this to find component type names for 'gameobject-component-add' tool. Results are paginated to avoid overwhelming responses.
IvanMurzak/Unity-MCP 2,087
-
unity-skill-create
Create a new skill using C# code. It will be added into the project as a .cs file and compiled by Unity. The skill will be available for use after compilation.
It must be a partial class decorated with [McpPluginToolType]. Each tool method must be decorated with [McpPluginTool]. The class name should match the file name. All Unity API calls must use com.IvanMurzak.ReflectorNet.Utils.MainThread.Instance.Run(). Return a data model for structured output, or void for side-effect-only operations.
Full sample:
```csharp
#nullable enable
using System;
using System.ComponentModel;
using com.IvanMurzak.McpPlugin;
using com.IvanMurzak.ReflectorNet.Utils;
using com.IvanMurzak.Unity.MCP.Editor.Utils;
using com.IvanMurzak.Unity.MCP.Runtime.Data;
using UnityEditor;
using UnityEngine;
namespace com.IvanMurzak.Unity.MCP.Editor.API
{
[McpPluginToolType]
public partial class Tool_Sample
{
[McpPluginTool("sample-get", Title = "Sample / Get")]
[Description("Finds a GameObject and returns its ref data.")]
public GameObjectRef Get
(
[Description("Name of the GameObject to find.")]
string name
)
{
return MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
return new GameObjectRef(go);
});
}
[McpPluginTool("sample-rename", Title = "Sample / Rename")]
[Description("Renames a GameObject.")]
public void Rename
(
[Description("Current name of the GameObject.")]
string name,
[Description("New name to assign.")]
string newName
)
{
MainThread.Instance.Run(() =>
{
var go = GameObject.Find(name)
?? throw new ArgumentException($"GameObject '{name}' not found.", nameof(name));
go.name = newName;
EditorUtility.SetDirty(go);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
});
}
}
}
```
## Suggestions
### Refresh UI after visual changes
If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
```csharp
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
EditorUtils.RepaintAllEditorWindows();
```
### Refresh AssetDatabase after asset or script changes
If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes:
```csharp
MainThread.Instance.Run(() =>
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
});
```
### Use processing mechanic for long-running or domain-reload operations
Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
1. Accept a `[RequestID] string? requestId` parameter.
2. Return `ResponseCallTool.Processing("...").SetRequestID(requestId)` immediately.
3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`.
4. When the operation finishes, send the final result by calling:
```csharp
_ = UnityMcpPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
{
RequestId = requestId,
Result = ResponseCallTool.Success("Operation completed.").SetRequestID(requestId)
});
```
If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way.
### Return structured data with a typed response
Prefer returning a structured data model over a plain string so the AI can parse individual fields. Declare a nested class with `[Description]` on each property and use `ResponseCallValueTool<T>` as return type:
```csharp
// Return type:
public ResponseCallValueTool<MyResult> MyTool(...)
{
return ResponseCallValueTool<MyResult>.Success(new MyResult
{
Name = go.name,
InstanceID = go.GetInstanceID()
}).SetRequestID(requestId);
}
// Data model:
public class MyResult
{
[Description("Name of the GameObject.")]
public string? Name { get; set; }
[Description("Unity instance ID of the GameObject.")]
public int InstanceID { get; set; }
}
```
For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically.
### Validate inputs early and throw clearly
Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct:
```csharp
if (string.IsNullOrEmpty(name))
throw new ArgumentException("Name cannot be null or empty.", nameof(name));
```
### Always use MainThread for Unity API calls
All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.
IvanMurzak/Unity-MCP 2,087
-
assets-delete
Delete the assets at paths from the project. Does AssetDatabase.Refresh() at the end. Use 'assets-find' tool to find assets before deleting.
IvanMurzak/Unity-MCP 2,087
-
gameobject-component-get
Get detailed information about a specific Component on a GameObject. Returns component type, enabled state, and optionally serialized fields and properties. Use this to inspect component data before modifying it. Use 'gameobject-find' tool to get the list of all components on the GameObject.
IvanMurzak/Unity-MCP 2,087
-
package-remove
Remove (uninstall) a package from the Unity project. This removes the package from the project's manifest.json and triggers package resolution. Note: Built-in packages and packages that are dependencies of other installed packages cannot be removed. Note: Package removal may trigger a domain reload. The result will be sent after the reload completes. Use 'package-list' tool to list installed packages first.
IvanMurzak/Unity-MCP 2,087
-
reflection-method-find
Find method in the project using C# Reflection. It looks for all assemblies in the project and finds method by its name, class name and parameters. Even private methods are available. Use 'reflection-method-call' to call the method after finding it.
IvanMurzak/Unity-MCP 2,087
-
script-update-or-create
Updates or creates script file with the provided C# code. Does AssetDatabase.Refresh() at the end. Provides compilation error details if the code has syntax errors. Use 'script-read' tool to read existing script files first.
IvanMurzak/Unity-MCP 2,087
-
console-get-logs
Retrieves Unity Editor logs. Useful for debugging and monitoring Unity Editor activity.
IvanMurzak/Unity-MCP 2,087
-
gameobject-component-modify
Modify a specific Component on a GameObject in opened Prefab or in a Scene. Allows direct modification of component fields and properties without wrapping in GameObject structure. Use 'gameobject-component-get' first to inspect the component structure before modifying.
IvanMurzak/Unity-MCP 2,087
-
screenshot-game-view
Captures a screenshot from the Unity Editor Game View and returns it as an image. Reads the Game View's own render texture directly via the Unity Editor API. The image size matches the current Game View resolution. Returns the image directly for visual inspection by the LLM.
IvanMurzak/Unity-MCP 2,087
-
assets-shader-get-data
Get detailed data about a shader asset in the Unity project. Returns shader properties, subshaders, passes, compilation errors, and supported status. Use 'assets-find' tool with filter 't:Shader' to find shaders, or 'assets-shader-list-all' tool to list all shader names.
IvanMurzak/Unity-MCP 2,087
-
tool-list
List all available MCP tools. Optionally filter by regex across tool names, descriptions, and arguments.
IvanMurzak/Unity-MCP 2,087
-
build-cli
Build the unity-mcp-cli TypeScript CLI tool and link it globally for terminal use.
IvanMurzak/Unity-MCP 2,087
-
script-read
Reads the content of a script file and returns it as a string. Use 'script-update-or-create' tool to update or create script files.
IvanMurzak/Unity-MCP 2,087
-
object-modify
Modify the specified Unity Object. Allows direct modification of object fields and properties. Use 'object-get-data' first to inspect the object structure before modifying.
IvanMurzak/Unity-MCP 2,087
-
object-get-data
Get data of the specified Unity Object. Returns serialized data of the object including its properties and fields. If need to modify the data use 'object-modify' tool.
IvanMurzak/Unity-MCP 2,087
-
package-search
Search for packages in both Unity Package Manager registry and installed packages. Use this to find packages by name before installing them. Returns available versions and installation status. Searches both the Unity registry and locally installed packages (including Git, local, and embedded sources). Results are prioritized: exact name match, exact display name match, name substring, display name substring, description substring. Note: Online mode fetches exact matches from live registry, then supplements with cached substring matches.
IvanMurzak/Unity-MCP 2,087
-
scene-save
Save Opened scene to the asset file. Use 'scene-list-opened' tool to get the list of all opened scenes.
IvanMurzak/Unity-MCP 2,087
-
scene-open
Open scene from the project asset file. Use 'assets-find' tool to find the scene asset first.
IvanMurzak/Unity-MCP 2,087
-
assets-material-create
Create new material asset with default parameters. Creates folders recursively if they do not exist. Provide proper 'shaderName' - use 'assets-shader-list-all' tool to find available shaders.
IvanMurzak/Unity-MCP 2,087
-
assets-refresh
Refreshes the AssetDatabase. Use it if any file was added or updated in the project outside of Unity API. Use it if need to force scripts recompilation when '.cs' file changed.
IvanMurzak/Unity-MCP 2,087
-
assets-modify
Modify asset file in the project. Use 'assets-get-data' tool first to inspect the asset structure before modifying. Not allowed to modify asset file in 'Packages/' folder. Please modify it in 'Assets/' folder.
IvanMurzak/Unity-MCP 2,087
-
scene-create
Create new scene in the project assets. Use 'scene-list-opened' tool to list all opened scenes after creation.
IvanMurzak/Unity-MCP 2,087
-
gameobject-component-destroy
Destroy one or many components from target GameObject. Can't destroy missed components. Use 'gameobject-find' tool to find the target GameObject and 'gameobject-component-get' to get component details first.
IvanMurzak/Unity-MCP 2,087