Releases: youichi-uda/unity-mcp-pro-plugin
v1.3.2 — Roslyn compiler for full C# support
Fixed
execute_editor_scriptnow 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_scriptafter 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_scriptcalls 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
What's New
- Fix:
get_game_screenshot/capture_framesnow read directly from the Game View's internal RenderTexture via reflection, eliminating editor chrome and tiling artifacts that crept in when theScreenCapture.CaptureScreenshotAsTexture()timing was off - Rework:
capture_framesis now async — it returns acapture_idimmediately, and the newget_captured_framestool 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
What's New
- Fix:
simulate_key/simulate_mouse/simulate_axisnow work on Linux/macOS via Input System (QueueStateEvent) - Fix:
get_game_screenshotnow captures ScreenSpaceOverlay canvases in play mode - Win32 path unchanged for Windows users
Thanks to @Sandersm90 for the contribution!
v1.2.1
Bug Fixes
- Unity 2022.3 backward compatibility: Fixed compilation errors when importing the plugin in Unity versions prior to Unity 6
Rigidbody.linearDamping/angularDamping→drag/angularDrag(pre-Unity 6)Rigidbody2D.linearDamping/angularDamping→drag/angularDrag(pre-Unity 6)Collider2D.compositeOperation→usedByComposite(pre-Unity 6)- Uses
#if UNITY_6000_0_OR_NEWERpreprocessor directives
Tested on Unity 2022.3.62f3 and Unity 6.
v1.2.0
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
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.