Kitwright MCP for Unity – AI Editor Automation


It runs an MCP (Model Context Protocol) server inside the Editor, so any MCP-capable client — Claude Code, Cursor, LM Studio, Windsurf, ... WHAT IT REPLACES ... 1. Import the package


by KitWright


Price History +

Let Claude Code, Cursor, Copilot or any MCP client drive your Unity Editor: 150 tools for scenes, scripts, prefabs, play mode, screenshots and profiling.

150 tools across 35 modules — GameObject, hierarchy, components, prefabs,

scenes, materials, meshes, animation, camera, UI, physics, particles, lighting,

timeline, ScriptableObjects, assets and asset import settings


execute_code — compile and run C# in the live Editor with automatic Undo

registration and a structured changelog returned to the agent


Play mode automation — enter/exit play mode, control time scale, simulate

keyboard and mouse input, then capture game view, scene view, simulator or any

editor window to verify what happened


Profiling and memory — profiler control, frame timing, counters, object memory,

memory snapshots with comparison, frame debugger events


Structured returns with instanceId chaining — every tool returns

{success, message, data} with stable instanceId fields so agents chain by_id

calls instead of re-resolving objects by name


MCP resources and prompts — live project context, scene summaries, selection

state, compile errors, console history, plus workflow prompts such as

fix_compile_errors and runtime_validation


One-click client configuration — generates MCP config for Claude Code, Cursor,

LM Studio, VS Code, Kiro, Trae and Codex from inside the Unity window


Tool exposure control — choose exactly which tools the core and full profiles

expose to the agent


Scripts, compilation and testing — create, edit and patch scripts, wait for

compilation, read compile errors, run Unity tests as async jobs


Editor state access — selection, prefab stage, active tool, open windows, tags,

layers, build settings, project settings, undo/redo state, menu item execution


KitWright MCP for Unity turns your Unity Editor into a live workspace your AI

assistant can operate. It runs an MCP (Model Context Protocol) server inside the

Editor, 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, captures

a screenshot to verify the result, and reads the console back — without you

switching windows or copy-pasting code.


WHAT IT REPLACES


Instead of pasting code into a chat window, reading it back, and fixing compile

errors by hand, the assistant works against the real project state: real

component values, real console output, real play-mode behaviour.


SETUP


1. Import the package

2. Open KitWright > MCP Server and press Start

3. Use one-click client configuration to generate the MCP entry for your client


No external server to install, no Python, no Node. The transport runs on the

Mono runtime already bundled with Unity.


REQUIREMENTS


Unity 2022.3 or newer. Editor-only: nothing ships into your build. Works on

Built-in, URP, HDRP and custom render pipelines. When Unity asks about Package

Manager dependencies during import, choose Install/Upgrade.