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Releases: youichi-uda/unity-mcp-pro-plugin

v1.3.2 — Roslyn compiler for full C# support

17 Apr 12:21

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Fixed

  • execute_editor_script now uses Unity's bundled Roslyn compiler via subprocess, giving full modern C# support (local functions, pattern matching, switch expressions, tuples, etc.) on all platforms. The previous CodeDom path silently failed on Linux where Mono's mcs only supports C# 6.
  • Fixed "defined multiple times" error storm in execute_editor_script after domain reloads — assembly references are now deduplicated by filename.
  • macOS Unity 6000.3+ path discovery: Roslyn binaries moved to Resources/Scripting/ and are now probed correctly.
  • Concurrent execute_editor_script calls no longer collide on temp files (per-call GUID subdirectory).
  • Pipe-buffer deadlock fixed when stderr fills before stdout is drained.

Thanks to @Sandersm90 for the comprehensive PR (#6).

v1.3.1 — Screenshot capture fix & async capture_frames

12 Apr 15:52

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What's New

  • Fix: get_game_screenshot / capture_frames now read directly from the Game View's internal RenderTexture via reflection, eliminating editor chrome and tiling artifacts that crept in when the ScreenCapture.CaptureScreenshotAsTexture() timing was off
  • Rework: capture_frames is now async — it returns a capture_id immediately, and the new get_captured_frames tool retrieves frames (including partial progress for long captures)
  • Graceful fallback to camera-render when the Game View isn't available (edit mode, etc.)
  • Session auto-purge (60s TTL) skips in-flight captures, so long runs aren't evicted mid-flight

Thanks to @Sandersm90 for the contribution!

v1.3.0 — Cross-platform support & screenshot fix

08 Apr 13:07

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What's New

  • Fix: simulate_key / simulate_mouse / simulate_axis now work on Linux/macOS via Input System (QueueStateEvent)
  • Fix: get_game_screenshot now captures ScreenSpaceOverlay canvases in play mode
  • Win32 path unchanged for Windows users

Thanks to @Sandersm90 for the contribution!

v1.2.1

01 Apr 22:19

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Bug Fixes

  • Unity 2022.3 backward compatibility: Fixed compilation errors when importing the plugin in Unity versions prior to Unity 6
    • Rigidbody.linearDamping / angularDampingdrag / angularDrag (pre-Unity 6)
    • Rigidbody2D.linearDamping / angularDampingdrag / angularDrag (pre-Unity 6)
    • Collider2D.compositeOperationusedByComposite (pre-Unity 6)
    • Uses #if UNITY_6000_0_OR_NEWER preprocessor directives

Tested on Unity 2022.3.62f3 and Unity 6.

v1.2.0

25 Mar 14:55

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What's New

--lite mode for MCP clients with tool limits

The server now supports a --lite flag that registers only 76 core tools, staying well under the 100-tool limit imposed by some MCP clients (e.g., Antigravity).

Usage: Add --lite to server args in your MCP client config:

{
  "mcpServers": {
    "unity-mcp-pro": {
      "command": "node",
      "args": ["path/to/server/dist/index.js", "--lite"]
    }
  }
}

Lite mode core tools (76 tools):

Project, Scene, GameObject, Script, Editor, Prefab, Material, Physics, Lighting, UI, Build, Debug, Screenshot

Full mode (275 tools):

All tools registered as before — no changes to full mode behavior.

Bug fixes (from v1.1.1)

  • Timeline asmdef reference fix
  • PostProcess reflection fix
  • AI waypoint dependency fix

v1.0.0

03 Mar 06:16

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Unity MCP Pro Plugin v1.0.0

147 tools | 24 categories | 6 resources for AI-powered Unity development via the Model Context Protocol.

Highlights

  • 24 tool categories: Project, Scene, GameObject, Script, Editor, Prefab, Material, Physics, Lighting, UI, Animation, Build, Batch, Audio, Analysis, Navigation, Particle, Package, Terrain, Debug, Input, Screenshot, Runtime, Testing
  • 6 MCP resources for live Unity state
  • Dynamic C# execution (execute_editor_script, execute_game_script)
  • Multi-editor support (ports 6605–6609)
  • Unity 2021.3 LTS+ / Unity 6 compatible

Installation

This repository contains the Unity plugin only. Copy the Editor/ folder and package.json into your Unity project's Assets/ directory.

For the full package (plugin + MCP server), visit itch.io.