MCP Servers

A collection of Model Context Protocol servers, templates, tools and more.

Global infrastructure for automating the Unity Editor using Artificial Intelligence (Antigravity & Unified MCP)

Created 2/23/2026
Updated about 9 hours ago
Repository documentation and setup instructions

🚀 Knowledge & Skills Base (Skills & MCP)

Global infrastructure for automating the Unity Editor using Artificial Intelligence (Antigravity & Unified MCP)

🔌 Unified Unity MCP Server

Our optimized Model Context Protocol server that provides direct, secure, and strictly typed control over Unity objects from the AI chat.

  • unity.gameobject.*: Search (including returning instanceId), creation (primitives, empty objects), and deletion of GameObject hierarchies.
  • unity.component.*: Higher level control: adding components and manipulating properties through deep C# reflection (changing coordinates, colliders, colors, scripts).
  • unity.asset.*: Direct modification of .meta files (e.g., texture compression, image filters) without parsing YAML, as well as searching the AssetDatabase.
  • unity.scene.* / unity.prefab.*: Saving/opening scenes in the Editor. Instantiating existing prefabs into the active scene.
  • unity.editor.*: Checking Editor status (whether compilation is ongoing), executing menu items (Execute Menu), and changing active selection (Selection).
  • Other (Tests, Logs, Builds): Running unity.test.run, injecting #define symbols via unity.build.manage, subscribing to Debug.Log.

🧠 Core Developer Skills

Main instruction skills (Prompts & Skills) that teach AI the best architectural practices for development in Unity and C#.

  • csharp-pro (C# 9.0+): Teaches AI modern C#: using records, pattern matching, memory optimization (span, value types), and SOLID principles.
  • csharp-async-patterns (Async/Await): Strict asynchronous standards: proper cancellation via CancellationToken, using ConfigureAwait, avoiding async void.
  • unity-developer (Architecture): Development lead. Component-based approach, caching via TryGetComponent, using Addressables, ScriptableObjects, and State Machine patterns.
  • unity-async (Unity Threading): Threading specifics in Unity. Delegating coroutines (legacy) and Tasks (modern), ensuring Unity API calls strictly on the Main Thread.
  • unity-performance & mobile (Optimization): FPS optimization for smartphones. Using IL2CPP, layout batching (Draw Calls & SRP Batcher), Occlusion Culling, and texture compression (ASTC/ETC2).
  • unity-collection-pool (Zero-Allocation): A skill that trains AI to completely avoid Garbage Collection spikes by using ListPool and DictionaryPool from UnityEngine.Pool.

🎨 UI Skills (UI & UI Automation)

  • unity-ui-creator (GUI Layout): The absolute expert in Screen/HUD/Menu layout in Unity. Teaches to create the correct Canvas hierarchy with Anchors, adapt to different screens (Landscape/Portrait, notches), and avoid Layout "flickering".
  • unity-ui-layout-automation (Auto-validation): Scripts and instructions for automatic validation of Canvas structure, adding text localization, and checking for animations via MCP.
  • unity-textmeshpro (Typography): Deep knowledge of TMPro profiling: creating Font Assets, Rich Text, materials for shadows/highlights.
  • csharp-xml-docs (Documentation): Strict standard for automatic XML documentation: creating clear <summary>, <param>, <returns> in pure English without fluff (Haiku Style).

🛠 The Grand Unity Hierarchy (unity-skills-index)

A giant educational reference manual divided into 35+ micro-skills. Important: The AI uses these knowledges as a "What to do" reference, but it automatically translates commands via the Unified Unity MCP Server using a special mapping table.

| Sub-Skill | Description (Area of Responsibility) | | :--- | :--- | | gameobject, component, prefab | Main object manipulations: hierarchical creation, script attachment, and prefab spawning. | | scene, asset, importer | Loading scenes, moving objects via directories in the AssetDatabase, configuring texture/audio/model compression. | | material, shader, light | Setting colors/textures in materials, creating custom shaders, configuring global lighting. | | physics, navmesh, terrain | Executing Raycasts, configuring colliders and gravity, baking pathways for artificial intelligence, sculpting forests/mountains on Terrain. | | editor, camera, console | Managing the Editor itself: Play Mode, selection, moving the camera in the Scene view, searching for errors in the console. | | cinemachine, timeline, animator | Configuring virtual and follow cameras (Follow/LookAt), generating cutscenes, creating animation controllers. | | ui, event, scriptableobject | Building buttons, configuring onClick() events for UI, generating and editing ScriptableObject (as game config database). | | optimization, profiler, validation| Checking the project for "broken" scripts and missing references, collecting performance stats. | | smart, cleaner, perception | Smart SQL queries for objects inside the scene (search by color or layer), removing dead or duplicated code, analyzing scene dependencies. |


💡 Effective Prompts Examples (English Prompts)

Below are examples of perfect queries (prompts). They allow the AI to use the embedded skills and Unified MCP server as efficiently as possible.

🖥️ UI and Layout Skills (unity-ui-creator, textmeshpro)

  • Use the 'unity-ui-creator' skill. Build a highly responsive "Settings Menu" screen in the UI scene. It should have a background panel, vertical layout group in the center, 3 buttons (Audio, Graphics, Gameplay), and a close button anchored to the top right. Test it on 16:9 and notch displays.
  • I need a ScrollView for an inventory system. Please structure the prefabs correctly, removing any unnecessary ContentSizeFitters to ensure 60fps scrolling.
  • Use 'unity-textmeshpro' to create a stylized "Game Over" title text. Apply a gold metallic material preset with a subtle drop shadow and ensure the font asset supports rich text formatting.
  • Validate my HUD canvas hierarchy using the 'unity-ui-layout-automation' checks. injected the missing UIAnimationBehaviour to the root if needed.

🧩 Architecture and C# (unity-developer, csharp-pro)

  • Act as a 'unity-developer'. I need to implement a state machine for my boss enemy. Use modern C# 9.0 features like pattern matching and switch expressions to handle phase transitions.
  • Refactor my DataService layer using 'csharp-async-patterns'. Remove all 'async void' methods except for UI click handlers, and ensure every web request properly accepts a CancellationToken.
  • Use 'unity-collection-pool' to rewrite my projectile spawner. Currently, it allocates a new List every frame. Replace it with ListPool from UnityEngine.Pool to eliminate Garbage Collection spikes completely.
  • Apply 'csharp-code-style' to the entirely of the CombatManager.cs script. Fix all naming conventions so that private fields use the 'm' prefix and booleans use the 'b' prefix.
  • Generate XML documentation for the IPlayerInventory interface using the 'csharp-xml-docs' Haiku style. Keep it concise, remove all redundant words, and use active voice.

🔋 Optimization and Mobile (unity-performance, unity-mobile)

  • Act as a 'unity-performance' expert. Use the MCP to check the materials on all Environment meshes and turn on GPU Instancing for all of them using reflection.
  • Review my project for mobile deployment using 'unity-mobile' standards. Check the Texture Importer settings using 'unity.asset.meta' and ensure large UI sprites are using ASTC 6x6 compression.
  • Use the MCP 'unity.console.read' tool to monitor my scene for 10 seconds. Identify if any scripts are wildly spamming Debug.Log and causing CPU bottlenecks.
  • I have 30 identical trees in the scene. Use the MCP tools to find them all by their 'Tree' tag, and parent them under a single empty 'Environment' GameObject to clean up the hierarchy.

🛠️ Scene and Object Manipulations (unity-skills-index)

  • Use the 'unity.gameobject.find' tool to find the GameObject named 'PlayerSpotlight'. Then use 'unity.component.property' to dynamically change its Light intensity to 12.5 and its color to pure Red.
  • I need to set up a Cinemachine Virtual Camera focusing on the Player. Instantiate the VCam prefab, then use reflection to set its Follow and LookAt targets to the Player's instanceId.
  • Check the 'unity.editor.state'. If it is not compiling, trigger a full 'unity.test.run' on PlayMode. Output the results of any failed tests.
  • Use the 'unity.asset.create' tool to scaffold 3 new empty folders in my project: Assets/Art/Characters, Assets/Audio/SFX, and Assets/Data/Configs.
  • Find all GameObjects with the 'BoxCollider' component attached. For each one, use 'unity.component.property' to set their 'isTrigger' boolean to true.
  • Read the instructions in 'unity-skills-index/navmesh' to understand the parameters. Then, bake a new navigation mesh for the current scene geometry.
  • Save my current scene using 'unity.scene.manage', then open 'Assets/Scenes/Level_02.unity'. Once opened, find the 'SpawnPoint' object and move it to coordinates 10, 0, 50.

P.S. By the way, here’s the extensions pack I use in Antigravity to work comfortably with Unity + C#:

C# (OmniSharp): IntelliSense, navigation, refactoring, basic debugging https://open-vsx.org/extension/muhammad-sammy/csharp

.NET Runtime tool: automatically pulls the required .NET runtime for C# tooling https://open-vsx.org/extension/ms-dotnettools/vscode-dotnet-runtime

Unity attach debugger / integration: launch & attach to Unity Editor/Player https://open-vsx.org/extension/Zlorn/vstuc

Solution Explorer: convenient navigation for .sln / .csproj https://open-vsx.org/extension/fernandoescolar/vscode-solution-explorer

Unity Tools pack: small but useful Unity-focused helpers https://open-vsx.org/extension/Tobiah/unity-tools

Shader support: HLSL / Unity shader tooling via language server https://open-vsx.org/extension/shader-ls/vscode-shader

Unity Color Preview: inline preview for Color/Color32 https://open-vsx.org/extension/clock-worked/vscode-unity-color-preview

Unity C# snippets: quick templates for common Unity code https://open-vsx.org/extension/kleber-swf/unity-code-snippets

Quick Setup
Installation guide for this server

Install Package (if required)

uvx unifiedunitymcp

Cursor configuration (mcp.json)

{ "mcpServers": { "andreyskyfoxsidorov-unifiedunitymcp": { "command": "uvx", "args": [ "unifiedunitymcp" ] } } }