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AI Tools Reference
Ivan Murzak edited this page Dec 29, 2025
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Unity-MCP exposes 100+ tools to the AI model. These tools allow the AI to interact with the Unity Editor and Runtime just like a human developer would.
Naming Convention Note: The names below (e.g.,
Package.Add) refer to the human-readable Tool Title shown in most AI Clients. The internal Tool ID (used by the protocol) is typically kebab-case (e.g.,package-add). The AI models are trained to understand both.
Manage Unity packages directly.
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Package.List: List installed packages. -
Package.Add: Install a package (from Registry, Git, or Local). -
Package.Remove: Remove an installed package. -
Package.Search: Search for packages in the registry.
Advanced tools to access ANY C# code in the project.
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Reflection.MethodFind: Find methods by name, class, or signature (supports private methods). -
Reflection.MethodCall: Execute a found method with arguments.- Note: Can pass object references returned by other tools as arguments.
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GameObject.Create: Create a new empty GameObject or Primitive. -
GameObject.Destroy: Destroy a GameObject. -
GameObject.Find: Find objects by Name, Tag, or Type. -
GameObject.Modify: Change position, rotation, scale, name, active state. -
GameObject.SetParent: Change hierarchy structure. -
GameObject.Components.Add: Add a component (Rigidbody, Light, etc.). -
GameObject.Components.Get: Inspector-like view of components.
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Assets.Find: Find assets by filter (e.g.,t:Texture). -
Assets.Copy: Duplicate an asset. -
Assets.Delete: Delete a file. -
Assets.Move: Rename or move an asset. -
Assets.CreateFolder: Create directory structure. -
Assets.Refresh: Force asset database refresh.
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Assets.Material.Create: Create a.matfile. -
Assets.Shader.List: List available shaders.
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Assets.Prefab.Create: Create a prefab from a scene object. -
Assets.Prefab.Instantiate: Spawn a prefab into the scene. -
Assets.Prefab.Open: Open Prefab Mode. -
Assets.Prefab.Save: Save Prefab changes. -
Assets.Prefab.Close: Exit Prefab Mode.
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Scene.Create: Create a new scene asset. -
Scene.Open: Open a scene in the editor. -
Scene.Save: Save the current scene. -
Scene.Hierarchy: (Resource) Get a structured view of the scene tree.
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Script.Read: Read C# file content. -
Script.Create: Create or overwrite a C# script. -
Script.Delete: Delete a script. -
Script.Execute: (Advanced) Compile and run a snippet of C# code dynamically (Roslyn).
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Console.GetLogs: Retrieve recent errors, warnings, and logs. -
Editor.Selection.Get: See what is currently selected. -
Editor.Selection.Set: Change the selection. -
Editor.State: Check if in Play Mode, Pause, or Edit Mode.