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AI Tools Reference

Ivan Murzak edited this page Dec 29, 2025 · 3 revisions

AI Tools Reference

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.

๐Ÿ“ฆ Package Manager

Manage Unity packages directly.

  • 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.

๐Ÿ’ก Reflection (Power User)

Advanced tools to access ANY C# code in the project.

  • 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.

๐ŸŽฎ GameObject

  • 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.

๐Ÿ“‚ Assets

  • 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.

Material & Shader

  • Assets.Material.Create: Create a .mat file.
  • Assets.Shader.List: List available shaders.

Prefab

  • 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.

๐ŸŽฌ Scene

  • 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.

๐Ÿ“ Scripts

  • 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).

๐Ÿ–ฅ๏ธ Editor & Console

  • 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.

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