---
title: "unity"
description: "Operate a live Unity Editor over MCP: build scene hierarchies, add components, author C# scripts, manage assets, and smoke-test in Play Mode. The bundled skills' guardrails stop a build from wiping its own scene."
canonical: https://agentpluginsdirectory.com/plugins/unity
last-updated: 2026-09-22
---

# unity
Operate a live Unity Editor over MCP: build scene hierarchies, add components, author C# scripts, manage assets, and smoke-test in Play Mode. The bundled skills' guardrails stop a build from wiping its own scene.
- Slug: unity
- Publisher: Artyx
- Repository: https://github.com/arg-software-factory/artyx-marketplace
- Manifest: plugins/unity/plugin.json
- Version: 3.0.0
- License: MIT
- Category (editorial): creative-media
- Skills: 8 (unity-animation-cinematics, unity-gameplay-architecture, unity-mcp, unity-overview, unity-performance-qa, unity-procedural-navigation, unity-rendering-textures, unity-scenes-content)
- MCP servers: 1 (unity)
- Stars: 0
- Repository created: 2026-07-09
- Repository last pushed: 2026-08-11
- Publisher type: Organization
- Listing: https://agentpluginsdirectory.com/plugins/unity
- Schema: https://agent-plugins.org/schemas/1.0.0/plugin.schema.json

## What unity does, in the publisher's words

Connects Artyx to the CoplayDev Unity MCP bridge running inside a live Unity Editor. Artyx launches the Python server through uvx; the editor-side package is installed from Unity's own Package Manager.

That URL is interface.docsUrl in plugin.json, and it is what the desktop's "How to install" button opens. The steps are not mirrored here or in the manifest, the bridge's authors own them.

This plugin needs no install-time input: mcp.json is literal, so there are no userVars and no overlay. uvx must be on PATH, which the desktop preflights via requires.

From the project README, punctuation lightly normalized. Full text: https://raw.githubusercontent.com/arg-software-factory/artyx-marketplace/HEAD/plugins/unity/README.md

## Skills

- unity-animation-cinematics: Author Unity 6.0 LTS animation and cinematics with correct rig import, Animator state machines and blend trees, Timeline/Playables sequencing, Cinemachine cameras, and deterministic verification.
- unity-gameplay-architecture: Design robust Unity 6.0 LTS runtime gameplay with composable C# components, ScriptableObject data, Input System actions, UI boundaries, physics ownership, and testable lifecycle contracts.
- unity-mcp: Safely drive a connected Unity Editor through MCP for inspection, scenes, GameObjects, assets, C# changes, play-mode checks, and recovery from editor or compilation failures.
- unity-overview: Route Unity 6.0 LTS work to the right expert workflow: connected Editor operations, rendering and textures, animation and cinematics, gameplay architecture, scenes and content delivery, procedural navigation, or profiling and QA.
- unity-performance-qa: Measure and harden Unity 6.0 LTS projects through Profiler and Frame Debugger evidence, CPU/GPU/memory diagnosis, Unity Test Framework 1.4 tests, build validation, and regression-safe performance budgets.
- unity-procedural-navigation: Build deterministic Unity 6.0 LTS procedural content, spawning systems, pooling, and AI navigation with bounded ownership, reproducible seeds, NavMesh validation, and performance-aware queries.
- unity-rendering-textures: Build technically correct Unity 6.0 LTS visuals: texture import and compression, PBR materials, Shader Graph, URP/HDRP lighting, post processing, and platform-aware rendering diagnostics.
- unity-scenes-content: Structure Unity 6.0 LTS scenes and content safely with prefab ownership, additive loading, Addressables 2.7 runtime assets, build profiles, and deterministic content validation.

Descriptions come from the frontmatter of each SKILL.md, punctuation lightly normalized.

## MCP servers

- unity: transport: stdio; command: uvx --from mcpforunityserver mcp-for-unity --transport stdio

Read from the plugin's own mcp.json. Environment variable names only, never values.
