MCP server for Unity Editor integration - enables AI assistants to control Unity Editor
Server has 17 tools with mixed quality. Most tools have basic descriptions (10-200 chars), but parameter documentation is sparse. Only 3 tools (manage_asset_database, analyze_asset_dependencies, manage_asset_import_settings) show explicit input schemas with type definitions and enum constraints. The remaining 14 tools lack visible schema definitions in the provided source, making it impossible to verify parameter types, constraints, or output structures. Tool naming follows verb_noun convention (analyze_, get_, create_, manage_) which is good, but descriptions are often generic ('Get detailed information about a GameObject') without explaining WHEN to use the tool or what distinguishes it from similar tools. Error handling is mentioned as present but not demonstrated in the code samples provided. No tool annotations (readOnlyHint, destructiveHint) are visible despite 9 tools being marked READ_ONLY and 8 marked WRITE.
Analyze Unity asset dependencies (get dependencies, dependents, circular deps, unused assets, size impact)
Analyze an Input Actions asset
Analyze the contents of the current scene
Create a material asset with a shader and property overrides (optional copyFrom).
Create a prefab from a GameObject path or create an empty prefab at a target asset path.
Exit prefab mode and return to the main scene
Find GameObjects by component type
9 of 17 tools lack visible input schemas. Cannot verify parameter types, constraints, or validation rules.
Descriptions for 9 read-only analysis tools are generic (35-40 chars: 'Get X', 'Analyze X'). LLMs cannot reliably select between get_animator_state vs get_animator_runtime_info.
| Scored | Grade | Overall | Spec posture | Rubric |
|---|---|---|---|---|
| 2026-09-23 | F | 45 | 2026-07-28+ | v2 |
Get runtime information about an Animator component
Get the current state of an Animator component
Get the values of a component on a GameObject
Get detailed information about a GameObject
Get the state of Input Actions
Get references to a GameObject or asset
Instantiate a prefab in the scene with optional transform, parent, and name override.
Manage Unity Asset Database operations (find, info, create folders, move, copy, delete, refresh). NOTE: The "refresh" action may take 5-120+ seconds for large projects as Unity needs to scan all assets, reimport changed files, and compile scripts. Please wait for the operation to complete.
Manage Unity asset import settings (get, modify, apply presets, reimport)
Modify a material by updating property values and/or changing the shader.
No tool annotations visible (readOnlyHint, destructiveHint, idempotentHint). 9 tools marked READ_ONLY and 8 marked WRITE in metadata, but no evidence these are declared in tool definitions. Agents cannot infer safety/retry semantics without annotations.
Parameter descriptions missing or minimal for 8 tools with schemas. E.g., manage_asset_database 'filter' param says 'Search filter for find_assets (e.g., "t:Texture2D", "l:UI")' but does not explain what t: and l: prefixes mean or valid syntax. LLMs cannot construct valid filters without clearer guidance.
Output schemas not documented for any tool. Rubric requires: 'Document the output schema. LLMs need to know what fields to expect.' Without visible return type definitions, agents cannot plan downstream calls or extract data reliably.