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MCP Game Deck

A Unity Editor MCP server that gives Claude Code full control over Unity projects through 268 tools, 7 resources, and specialized AI agents. It enables AI-assisted game development by allowing Claude to see, create, modify, and inspect everything in Unity including scenes, GameObjects, scripts, and builds.

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Updated
Apr 13, 2026
Validated
Apr 15, 2026

MCP Game Deck

Give Claude Code full control over the Unity Editor.

268 MCP Tools  ·  7 Resources  ·  5 Prompts  ·  10 Agents  ·  18 Slash Commands  ·  16-doc Knowledge Base

v1.0.1  •  Unity 6+  •  MCP Protocol  •  Requires Claude Code & Node.js


What is MCP Game Deck?

MCP Game Deck is a Unity Editor package that exposes your entire project to Claude Code through the Model Context Protocol (MCP). It is not an AI itself — it is the bridge that lets Claude Code see, create, modify, and inspect everything in your Unity Editor: scenes, GameObjects, prefabs, materials, scripts, builds, and more.

How it works: The package runs a custom MCP server inside the Unity Editor. Claude Code connects to it and gains access to 268 tools that control the editor. You talk to Claude Code, Claude Code talks to your Unity project.

What's included:

  • MCP Server — A custom C# HTTP server with 268 tools, 7 resources, and 5 prompts. Runs inside the Editor process. No external MCP libraries.
  • Intelligence Layer — 10 specialized agents, 18 slash commands, and a 16-document knowledge base that give Claude Code deep Unity domain expertise.
  • Chat UI — An optional EditorWindow (powered by Claude Agent SDK + Node.js) for chatting with Claude directly inside Unity.

Features

268 MCP Tools

Full programmatic control over the Unity Editor, organized into 37 categories:

View all tool categories
CategoryCountDescription
ProBuilder35Mesh creation, extrusion, face/edge/vertex operations, UV editing, smoothing, merge, weld
Graphics26Lightmap baking, reflection probes, light probes, URP volumes, post-processing, render stats
Physics25Raycast, linecast, overlap, shape cast, rigidbody, joints, physics materials, collision matrix
Camera20Camera creation, Cinemachine configuration (body, aim, noise, blend, lens, target, priority)
Profiler16Start/stop profiling, memory snapshots, frame debugger, frame timing, performance counters
Editor13Play/pause/stop, execute menu items, manage tags/layers, get editor state, preferences, undo
Package13List, add, remove, embed, search packages; manage scoped registries; resolve, status
Asset11Create, copy, move, rename, delete assets; inspect/set import settings; refresh AssetDatabase
GameObject10Create, find, get, update, delete, duplicate, select, set parent, look-at, move relative
Scene10Create, load, save, unload, delete scenes; get info/hierarchy; list scenes; frame objects
UIToolkit9Create UXML/USS, attach documents, panel settings, get visual tree, inspect, read/update files
Prefab8Create, instantiate, open, modify, save, close prefabs; get prefab info
Script8Create, read, update, delete C# scripts; apply targeted edits; validate compilation
Build6Build, batch build, get/set build settings, switch platform, manage build scenes
Texture6Create, inspect, configure textures; apply gradients and procedural patterns
Component5Add, get, update, remove, list components on GameObjects
Reflect5Get type info, search types, call methods, get members, find methods via reflection
ScriptableObject5Create, inspect, list, modify ScriptableObjects
Screenshot4Capture Game view, Scene view, camera-specific, and multi-view screenshots
Animation4Create clips, add keyframes, configure Animator controllers, get animation info
Material4Create, update, assign materials; get shader properties
Light4Create, configure, list lights
Transform4Move, rotate, scale, get transform info
UnityDocs4Get API docs, get manual pages, open documentation
Console3Get logs, log messages, clear console
Meta3List all tools, enable/disable tools
NavMesh3Get NavMesh info, bake NavMesh
Object3Get object data, modify objects by instance ID
PlayerSettings3Get and set player settings (company, product, scripting backend)
Selection3Get and set editor selection
Shader3Inspect and list shaders
Terrain3Create terrains, get terrain data
Tests3Run EditMode/PlayMode tests, get test results
Audio2Create and configure audio sources
Ping2Server connectivity check
Type2Get type schema for serialized types
VFX2List and inspect particle systems

7 MCP Resources

Read-only access to live project state:

ResourceDescription
AssetsList project assets filtered by type (Prefab, Material, ScriptableObject, etc.)
Console LogsRecent console entries with timestamps and stack traces
GameObjectFull detail on any GameObject — transform, components, properties, children
Menu ItemsAvailable Editor menu items
PackagesAll installed Unity packages with metadata
Scenes HierarchyComplete hierarchy of all loaded scenes
TestsAvailable test assemblies and scripts

5 Workflow Prompts

Structured templates for common multi-step workflows:

  • build-pipeline — Configure and execute single or multi-platform builds
  • gameobject-handling-strategy — Best practices for creating and organizing GameObjects
  • prefab-workflow — Prefab creation, editing, and management
  • scene-setup — Scene organization with proper lighting, camera, and structure
  • ui-toolkit-workflow — UI Toolkit patterns with UXML, USS, and C# backing

10 Specialized AI Agents

Domain experts with deep knowledge and access to all MCP tools:

AgentExpertise
unity-specialistArchitecture decisions, Unity APIs, MonoBehaviour vs DOTS, platform builds
unity-ui-specialistUI Toolkit (UXML/USS), data binding, runtime UI performance, input handling
unity-shader-specialistShader Graph, custom HLSL, VFX Graph, URP customization, post-processing
unity-dots-specialistECS architecture, Jobs system, Burst compiler, hybrid renderer
unity-addressables-specialistAsset groups, async loading, memory management, content catalogs
gameplay-programmerGame mechanics, player systems, combat, input, state machines
systems-designerCombat formulas, progression curves, crafting recipes, balance math
technical-artistShaders, VFX, rendering optimization, art pipeline
performance-analystProfiling, memory analysis, frame time budgets, bottlenecks
qa-leadTest strategy, bug triage, release quality gates, regression planning

18 Slash Commands

Quick-access structured workflows:

CommandDescription
/architecture-decisionCreate an Architecture Decision Record (ADR)
/asset-auditAudit assets for naming, file sizes, and orphaned references
/balance-checkAnalyze game balance data for outliers and degenerate strategies
/brainstormGuided game concept ideation with structured techniques
/bug-reportStructured bug reports with reproduction steps and severity
/changelogAuto-generate changelog from git history
/code-reviewArchitectural and quality code review for Unity C#
/design-reviewReview game design docs for completeness and balance
/estimateTask effort estimation with complexity analysis
/hotfixEmergency fix workflow with audit trail
/map-systemsDecompose a game concept into systems with dependency mapping
/perf-profileStructured performance profiling with budgets
/playtest-reportGenerate or analyze structured playtest reports
/prototypeRapid prototyping — validate a mechanic with throwaway code
/reverse-documentGenerate design/architecture docs from existing code
/scope-checkAnalyze a feature for scope creep
/sprint-planGenerate or update a sprint plan from the project backlog
/tech-debtScan codebase for technical debt (TODO, FIXME, HACK)

16-Document Knowledge Base

Comprehensive Unity reference documentation covering:

View all topics
  1. Project Architecture — Assembly definitions, 4-layer pattern, bootstrapper
  2. ScriptableObjects — Event channels, runtime sets, data-driven design
  3. Design Patterns — Observer, Command, State Machine, Object Pool, Singleton, Factory
  4. DOTS/ECS — Entity Component System, Burst, Jobs, decision frameworks
  5. Architecture by Genre — RPG, 2D platformer, multiplayer, roguelike patterns
  6. Mobile Optimization — Profiling, pooling, NonAlloc APIs, compression
  7. Core Gameplay Systems — Combat, progression, economy, meta-progression
  8. UI/UX — UI Stack, MVP/MVVM, Canvas splitting, virtualized lists
  9. Dependency Injection & Testing — VContainer vs Zenject, NUnit, testing pyramid
  10. AI-Assisted Workflow — MCP patterns, known limitations, best practices
  11. Asset Pipeline & Addressables — Sprite Atlas, texture/audio compression
  12. Procedural Content & Balancing — Generation algorithms, mathematical balancing
  13. Audio & VFX — Audio design, Wwise, VFX Graph best practices
  14. Save System & Meta-Progression — Serialization, progression tracking
  15. Publishing & Live Ops — Store requirements, analytics, monetization
  16. Case Studies — 12 real games analyzed, 10 recurring architectural patterns

Getting Started

Prerequisites

  • Claude Code — This package is designed to work with Claude Code. Install Claude Code
  • Unity 6 (6000.0 or later)
  • Node.js 18+ (required for the Agent SDK Server and Chat UI)
  • Claude API key (for Claude Code and the integrated Chat UI)

Installation

  1. Clone or download this repository

  2. In Unity, go to Window > Package Manager

  3. Click + > Add package from disk...

  4. Select the package.json at the root of this repository

  5. Build the Agent SDK Server:

    cd Server~
    npm install
    npm run build
    
  6. On first import, the package automatically copies .claude/, knowledge-base/, and CLAUDE.md to your project root

First Launch

The MCP server starts automatically when the Unity Editor loads. To use the integrated chat:

  1. Open Window > MCP Game Deck Chat
  2. The Agent SDK server starts automatically (or run npm start in Server~/)
  3. Start chatting — Claude now has full access to your Unity project

To use with Claude Code CLI instead:

  1. Navigate to your Unity project root
  2. Run claude — the CLAUDE.md instructs Claude on available tools
  3. Claude will connect to the MCP server on port 8090

How It Works

Unity Editor
 |
 |-- MCP Server (C# HTTP, port 8090)
 |    |-- 268 Tools ......... create, modify, inspect editor state
 |    |-- 7 Resources ....... read-only project data
 |    '-- 5 Prompts ......... structured workflow templates
 |
 |-- Chat UI (EditorWindow, UI Toolkit)
 |    '-- WebSocket client -> Agent SDK Server
 |
 '-- Agent SDK Server (Node.js, port 9100)
      |-- Claude API integration
      |-- MCP proxy -> forwards tool calls to C# server
      '-- Session management & cost tracking

The MCP server runs inside the Unity Editor process with zero external dependencies. All tool calls that touch Unity APIs execute on the main thread via an internal dispatcher. The server automatically stops during assembly reload and play mode transitions.


Configuration

Settings are stored in ProjectSettings/GameDeckSettings.json and editable via Project Settings > MCP Game Deck.

SettingDefaultDescription
MCP Port8090Port for the C# MCP HTTP server
Agent Port9100Port for the Agent SDK WebSocket server
HostlocalhostHostname the MCP server binds to
Request Timeout30sTimeout for tool execution
Auto StarttrueAuto-start servers when the Chat window opens
Default Modelclaude-sonnet-4-6Claude model used by the Agent SDK

Project Structure

mcp-game-deck/
|-- package.json              Unity package manifest
|-- CLAUDE.md                 AI context file (copied to user project)
|-- README.md                 This file
|
|-- Editor/                   C# editor-only code
|    |-- MCP/                 Custom MCP framework
|    |    |-- Attributes/     [McpTool], [McpToolType], [McpResource], [McpPrompt]
|    |    |-- Models/         ToolResponse, ResourceResponse, McpToolInfo
|    |    |-- Discovery/      Reflection-based tool/resource/prompt discovery
|    |    |-- Registry/       In-memory registries for tools, resources, prompts
|    |    |-- Server/         TCP/HTTP server, JSON-RPC 2.0 handler
|    |    '-- Utils/          MainThreadDispatcher, JsonHelper, McpLogger
|    |-- Tools/               268 MCP tools (37 categories)
|    |-- Resources/           7 MCP resources
|    |-- Prompts/             5 MCP prompts
|    |-- ChatUI/              Integrated chat EditorWindow
|    |-- Settings/            Project settings UI and persistence
|    '-- Utils/               PackageSetup, helpers
|
|-- Server~/                  Agent SDK Server (TypeScript, ~ = ignored by Unity)
|    |-- src/                 Source files
|    |-- dist/                Compiled output
|    '-- package.json         Node.js dependencies
|
|-- .claude/                  AI intelligence layer
|    |-- agents/              10 specialized agent definitions
|    '-- skills/              18 slash command definitions
|
'-- knowledge-base/           16 Unity reference documents

Requirements

RequirementVersion
Claude CodeLatest
Unity6000.0+ (Unity 6)
Node.js18+
npm9+
PlatformWindows, macOS, Linux

License

This project is licensed under the MIT License.


Author

Ramon BedinGitHub


MCP Game Deck v1.0
Built for Unity 6  •  Powered by MCP  •  Designed by Ramon Bedin

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