Create a new scene asset.
81 MCP tools
for Unity, ready for your AI agent.
Every public tool exposed by the AI Game Developer plugin and its extensions — search, filter, expand any one to see its parameters and an example prompt. Tools are how your AI client manipulates the Unity Editor in real time.
Scene
Open, save, switch, unload scenes
Open a saved scene for editing in the Editor.
Return the hierarchy + object metadata of a loaded scene.
List all scenes currently loaded in the Editor.
Save changes to one or more open scenes.
Switch the editor’s active working scene.
Unload a scene without deleting the asset.
GameObject
Create, find, parent, modify objects
Create a new GameObject with optional transform.
Destroy a GameObject (and its children).
Clone an existing GameObject in the scene.
Search GameObjects by name, tag, or layer.
Update name, active state, layer, tag, or transform.
Reparent a GameObject in the hierarchy.
Component
Add, get, remove components
Attach a component by type name.
Remove a component from a GameObject.
Retrieve a component’s serialized properties.
List every component attached to a GameObject.
Asset
Find, move, modify, refresh assets
Search project assets by name, type, label, or bundle.
Locate Unity built-in assets (default sprites, meshes, materials).
Return an asset’s metadata, GUID, and serialized properties.
Duplicate an asset to a new path.
Move or rename an asset.
Delete an asset from the project.
Create a folder under Assets/.
Trigger an AssetDatabase refresh.
Update an asset’s importer settings or serialized fields.
Prefab
Create, open, save, instantiate
Create a prefab asset from a scene GameObject.
Open a prefab for editing in prefab mode.
Close prefab edit mode and save.
Persist changes to an open prefab.
Spawn a prefab instance into the active scene.
Material
Create materials
Create a new Material asset.
Shader
List & inspect shaders
Inspect a shader’s property list and tags.
Search available shaders in the project.
Editor
Selection · play mode · tools list
Return GameObjects currently selected in the editor.
Change the editor selection.
Report play mode, paused state, and compile status.
Enter or exit play mode, pause or step.
Enumerate every MCP tool available to the client.
Enable or disable individual MCP tools at runtime.
Console
Read & clear log messages
Read recent Editor console messages.
Clear the console.
Script
Create, read, delete, execute C#
Create or overwrite a C# script file.
Read the contents of a C# script.
Delete a C# script file from the project.
Execute a method on a script with parameters.
Reflection
Invoke C# methods · JSON schemas
Invoke a class method via reflection.
Fuzzy-search methods across loaded assemblies.
Generate a JSON schema for a C# type.
Serialize an object’s live state to JSON.
Apply a JSON patch to an object’s fields.
Package
Add, list, search, remove packages
Install a package from registry, Git, or local path.
List installed Unity packages with versions.
Query the package registry for available packages.
Uninstall a Unity package.
Screenshot
Capture camera / game / scene views
Render a screenshot from a specific Camera component.
Capture the current Game view.
Capture the current Scene view.
Render a single GameObject in isolation.
Tests
Run Unity test runner suites
Execute Unity test runner suites (EditMode / PlayMode).
Animation
AnimationClip & AnimatorController
Create AnimationClip assets at supplied paths.
Inspect an AnimationClip — curves, frame events, looping flag.
Edit AnimationClip curves, events, loop settings.
Create an AnimatorController asset (auto-folders included).
Inspect an Animator — layers, states, transitions, parameters.
Edit Animator layers, states, transitions, or blend trees.
Particles
Inspect & modify ParticleSystem
Serialize every ParticleSystem module on a component to JSON.
Apply property changes across any of the 24 ParticleSystem modules.
ProBuilder
Mesh modeling · extrude · bevel
Create a primitive ProBuilder mesh (cube, sphere, cylinder, arch, stairs, etc.).
Build a ProBuilder mesh from a 2D polygon of points.
Extrude selected faces along their normals.
Chamfer edge loops with a configurable amount.
Bridge two non-adjacent edges into a new face.
Insert a new face between connected edges.
Split edges into multiple segments.
Delete selected face geometry.
Reverse face winding on selected faces.
Combine multiple ProBuilder meshes into one.
Serialize the vertices, edges, faces, and UVs of a ProBuilder mesh.
Apply a material to selected faces.
Move the pivot point of a ProBuilder mesh.
Want to ship your own?
Custom tools are first-class. Mark a method with [McpPluginTool] in your Unity package and your AI client picks it up instantly. The AI Tools Template ships the boilerplate.