| name | unity-editor-automation |
| description | Expert instructions for automated Unity Editor control. Includes project lifecycle management, scene manipulation, and CLI-based tool interaction. |
Unity Editor Automation (SOTA 2026)
This skill provides the foundational logic for orchestrating Unity Editor operations through the unity3d-mcp server.
🚀 Core Principles
- Project First: Always ensure a project exists or is correctly initialized before running editor commands.
- CLI Precision: Use the specific CLI wrappers (e.g.,
execute_unity_method) to perform operations that don't required a visible editor.
- Scene Hygiene: Save current work frequently and validate scene paths before manipulation.
🔑 Dual-Mode Architecture (Hands-In vs Hands-Off)
1. Hands-In (Active Session)
Scenario: Unity Editor is open, and you want to see changes happening live.
- Tool:
unity3d_editor_api
- Requirement:
MCPBridge.cs must be installed in your project.
- Capabilities: Real-time hierarchy inspection, object movement, lighting adjustment, and scene manipulation.
2. Hands-Off (Disk Operations)
Scenario: Unity is closed, or you are running in a CI/CD environment.
- Tool:
unity3d_disk_api
- Requirement:
UnityPy Python library (integrated).
- Capabilities: Asset extraction from serialized files, prefab data inspection, and regex-based YAML property modification.
🛠️ Installation: The Unity Bridge
To enable Hands-In live control, you must install the MCP bridge in your Unity project.
Step-by-Step Installation
- Locate the Bridge: Find the
MCPBridge.cs script in the src/unity3d_mcp/resources/ directory of this server.
- Import to Unity: Copy
MCPBridge.cs into your Unity project's Assets/Editor folder (create the folder if it doesn't exist).
- Automatic Startup: Once imported, Unity will automatically compile and start the bridge on http://localhost:10835.
- Verification: Look for the
[MCP] Bridge active message in the Unity Console. You can also use the unity3d_bridge_status tool to check connection status.
🛠️ Common Workflows
Project Initialization
To create a SOTA-compliant Unity project:
- Call
create_unity_project with a descriptive path.
- Set the target platform early using
switch_platform.
- Import baseline packages (UniVRM, VRChat SDK) using
install_univrm and install_asset_package.
Method Execution
For advanced automation, use execute_unity_method:
- Class: The full namespace + class name in your Unity project.
- Method: A
[MenuItem] or static method accessible to the editor.
- Args: Pass JSON-formatted arguments to the method entry point.
Status: ✅ SOTA v12.0 Compliant
Author: Unity3D-MCP Intelligence