Claude Code Unity MCP Setup: Connect Claude to Unity in 2026

Updated 22 September 2026. Commands, versions and pricing checked against Unity’s docs and each project’s GitHub repo on that date.

Your Claude Code Unity MCP setup is finished. The package is installed and the config is written. Then you open Unity’s MCP panel and see Claude sitting under Other Connections, never under Connected Clients. Claude Code says it has no Unity tools.

That exact complaint has a long thread on the Unity forums. The replies are a mix of “downgrade the package” and “that didn’t work for me”. Most guides skip this part. They show the happy path for one server and stop.

This guide covers all three servers worth using: Unity’s official MCP server, CoplayDev’s MCP for Unity and IvanMurzak’s Unity-MCP. It tells you which one to pick and gives the exact setup commands for each. Then it lists fixes by symptom for when it won’t connect, drawn from the forum threads, issue trackers and each project’s troubleshooting docs.

The short answer, if you just want it working: on Unity 6 or newer, use Unity’s official server. It’s now free. On Unity 2021.3 or 2022.3, use MCP for Unity.

Which Unity MCP server should you use?

A Unity MCP server is a bridge. One half runs inside the Unity Editor. The other half speaks the Model Context Protocol to Claude Code, so Claude can read your real scene hierarchy, create GameObjects, edit C# and read the Console instead of guessing. Three servers matter right now:

Unity official MCPMCP for Unity (CoplayDev)Unity-MCP (IvanMurzak)
Unity versionUnity 6 (6000.0)+ only2021.3 LTS → 6.x2022.3+
Runtime neededNone (native relay binary, or the Unity CLI)Python 3.10+ with uvNone (self-contained server binary)
CostFree, with no concurrency limits and no Unity credits usedFree, MIT licenceFree, Apache-2.0 licence
Edits scenesYesYesYes
Runs testsNot in the documented core tool set; check your tools listYes (testing tool group)Yes (tests-run, EditMode and PlayMode)
ToolsScene, GameObject, scripts, Console, build settings, plus custom C# tools47 tool entry points (v10 README)70+ tools
Current version*Ships with the AI Assistant package and the Unity CLI (beta)v10.2.0 (1 Sep 2026)0.91.0 (17 Sep 2026)
Best forAny Unity 6+ projectOlder LTS projects; the largest community (≈14.4k GitHub stars)2022.3 projects, in-game (runtime) AI, no Python

*Versions and star counts taken from the GitHub releases pages on 22 September 2026. These packages ship often, so check the release you install.

Sources: Unity AI FAQ and pricing, Unity MCP docs, CoplayDev/unity-mcp and IvanMurzak/Unity-MCP.

Is Unity’s official MCP server free now?

Yes. If you read an older guide, this is the part that changed. When Unity AI entered open beta in May 2026, Unity staff confirmed on the forums that “a subscription is required for an MCP connection”, so Personal users needed the $10/month Unity AI plan just to connect Claude Code. At Unite Seoul in July 2026, Unity announced “a free-to-use MCP” alongside its new Unity CLI. Unity’s AI FAQ now says the MCP server “is free, with no concurrency limits” and doesn’t consume Unity credits. The same goes for the AI Gateway, which runs third-party agents inside the Editor.

What still costs money is Unity’s own in-Editor AI Assistant: a 14-day trial for Personal users, then $10/month for 1,000 credits, or included with Pro, Enterprise and Industry. You don’t need it to use Claude Code over MCP. You do still need your own Claude plan.

Two things the table can’t show

  • Don’t stack routes in one project. On Unity 6.3+, the AI Assistant package and MCP for Unity ship conflicting versions of System.Collections.Immutable, and the project stops compiling. Pick one server per project.
  • Skills are not MCP. On 9 September 2026, Unity released an official Unity plugin for Claude Code with 29 skills (UI Toolkit, 2D and tilemaps, localization, multiplayer, Shader Graph and more). Skills teach Claude how current Unity works. MCP is what lets it act on your open Editor. Use both.

Before you start: the 3 things that break setup

Most failed setups are missing a prerequisite. Check these first so you’re not debugging the wrong layer later.

1. Claude Code is installed and on your PATH.

claude --version

If the command isn’t found, install Claude Code with the native installer (irm https://claude.ai/install.ps1 | iex in PowerShell, or curl -fsSL https://claude.ai/install.sh | bash on macOS/Linux). Restart your terminal and run claude doctor. Every route below ends with Claude Code launching an MCP server, so nothing works without the CLI. On macOS, apps launched from Finder don’t always inherit your shell PATH, which is why Unity-side configurators sometimes report “Claude not found” even though it works in Terminal.

2. The runtime your server needs actually exists. For MCP for Unity, that means Python 3.10+ and uv:

python --version
uv --version

If uv is missing, the server can never start. Claude Code reports a closed connection and gives no useful hint why. It’s the Unity version of the Node.js problem in our guide to using AI with Godot 4. The official route and Unity-MCP don’t need an extra runtime, but Unity-MCP fails if your project path contains spaces.

3. You have a git commit to go back to. MCP gives Claude write access to your project. Commit before your first session:

git add -A
git commit -m "checkpoint: before Claude session"

You’ll want that commit. An agent that “tidies up” a scene can remove a component you needed, and Unity’s undo won’t always save you. If the project isn’t under version control yet, first set Asset Serialization Mode to Force Text and Version Control Mode to Visible Meta Files (Edit → Project Settings → Editor). With those settings, scene and prefab changes show up as readable YAML diffs instead of binary blobs.

Route 1: Unity’s official MCP server with Claude Code

Unity’s official server gives Claude Code live access to the scene hierarchy, GameObjects, component values, Console output and build settings. It requires Unity 6 (6000.0) or later and isn’t backwards compatible. You can reach it two ways: through the AI Assistant package inside the Editor (the established route), or through the new Unity CLI, which has an MCP server built in.

Option A: the AI Assistant package (Project Settings)

Step 1: Install the package and check the bridge.

  1. In Window → Package Manager, install the AI Assistant package (com.unity.ai.assistant).
  2. Open Edit → Project Settings → AI → Unity MCP.
  3. Confirm Unity Bridge shows a green Running indicator. It starts when the Editor loads. If it says Stopped, clear any Console compile errors and click Start.

When the Editor starts, Unity installs a small relay binary to ~/.unity/relay/ (%USERPROFILE%\.unity\relay\ on Windows). That relay is the process Claude Code launches.

Step 2: Register Claude Code. In the same settings page, expand Integrations, select Claude Code and click Configure.

If Configure fails, or you want control over scope, register the relay yourself. The --mcp flag is mandatory, and the -- separator makes sure Claude Code passes it through to the relay:

# Windows (PowerShell)
claude mcp add --scope user unity-mcp -- "$env:USERPROFILE\.unity\relay\relay_win.exe" --mcp

# macOS (Apple Silicon)
claude mcp add --scope user unity-mcp -- ~/.unity/relay/relay_mac_arm64.app/Contents/MacOS/relay_mac_arm64 --mcp

# macOS (Intel)
claude mcp add --scope user unity-mcp -- ~/.unity/relay/relay_mac_x64.app/Contents/MacOS/relay_mac_x64 --mcp

# Linux
claude mcp add --scope user unity-mcp -- ~/.unity/relay/relay_linux --mcp

If you have more than one Editor open, append --project-path "C:/Path/To/Project" after --mcp so the relay targets the right one.

Step 3: Approve the pending connection. This is the step people miss. Start Claude Code in your project folder and ask it anything that touches Unity. The first time, Unity doesn’t let it straight in. It holds the request as a Pending Connection, with no pop-up to tell you.

  1. Go back to Edit → Project Settings → AI → Unity MCP.
  2. Under Pending Connections, check that the client is Claude Code.
  3. Click Accept. Unity remembers the approval and reconnects automatically from then on.

Until you accept, Claude can see that the server exists but can’t use it, which looks exactly like a broken setup. Don’t click Deny or Revoke “just to reset it”. Forum users report that a stored rejection leaves the connection stuck until they clear cached state (see the fixes below). Connections made through Unity’s AI Gateway are approved automatically.

Option B: the Unity CLI

The Unity CLI launched at Unite Seoul. It’s a terminal tool for the Editor, Hub, builds and cloud services, and it includes an MCP server. It’s still on a beta channel, so try it on a branch before your main project. Install:

# macOS / Linux
curl -fsSL https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.sh | UNITY_CLI_CHANNEL=beta bash

# Windows (PowerShell)
$env:UNITY_CLI_CHANNEL='beta'; irm https://public-cdn.cloud.unity3d.com/hub/prod/cli/install.ps1 | iex

Open a new terminal, confirm unity --version works, then register it with Claude Code:

unity mcp configure --list        # see supported clients
unity mcp configure claude-code   # registers a user-scope stdio server
claude mcp list                   # confirm it's there

Under the hood, configure claude-code runs claude mcp add --scope user --transport stdio for you. Keep the Editor open while you work, because the server talks to a live Editor session. The CLI changes quickly during beta, so if a subcommand has moved, unity mcp --help shows the current syntax.

Optional: add Unity’s official skills

To give Claude current Unity know-how on top of Editor access, install Unity’s plugin from inside Claude Code:

/plugin marketplace add Unity-Technologies/unity-agent-plugin
/plugin install unity@unity-agent-plugin

Type /unity: to see the skills it added. If they don’t appear, Unity’s plugin docs suggest clearing ~/.claude/plugins/cache and reinstalling.

Route 2: MCP for Unity (Coplay) with Claude Code

MCP for Unity from CoplayDev is the community favourite. It’s MIT-licensed, supports Unity 2021.3 LTS through 6.x, and works with Claude Code, Claude Desktop, Cursor, VS Code, Windsurf, Gemini CLI and other MCP clients. It exposes 47 tool entry points covering scenes, GameObjects, scripts, assets, tests, profiling and builds. It uses a Python server launched through uv, which talks to Claude Code over HTTP on localhost:8080 by default.

Step 1: Install uv

# Windows (PowerShell)
powershell -ExecutionPolicy ByPass -c "irm https://astral.sh/uv/install.ps1 | iex"

# macOS / Linux
curl -LsSf https://astral.sh/uv/install.sh | sh

# then, in a NEW terminal
uv --version

Step 2: Add the package from a pinned git URL

In Unity, open Window → Package Manager, click + and choose Add package from git URL. The README’s default URL ends in #main, and #main moves: a Monday update can break a Friday setup. Pin a release tag for real projects:

https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#v10.2.0

Swap in whatever tag is current on the releases page. Git must be installed for git URLs to work. If Unity says “Error when executing git command”, install Git, restart Unity and, if needed, run git config --global --add safe.directory "C:/Path/To/Project". If you prefer registries, openupm add com.coplaydev.unity-mcp also works.

Step 3: Let it configure Claude Code

A setup wizard opens after import and checks for Python and uv. Then open Window → MCP for Unity and click Configure All Detected Clients, or tick Claude Code and choose Configure Selected. Restart Claude Code afterwards.

Step 4 (fallback): add the server by hand

If the window can’t find your claude binary, which is common with NVM installs and on macOS, register the HTTP endpoint yourself:

claude mcp add --transport http --scope user UnityMCP http://localhost:8080/mcp

You can also point the window at the binary with Choose Claude Location. For NVM, that’s typically ~/.nvm/versions/node/<version>/bin/claude. Claude Desktop only supports stdio, so the configurator writes a different entry for it. If you ever switch transports, restart Claude Code.

Don’t mix this up with Coplay’s other product. Coplay also makes its own Unity AI assistant, and its docs describe a separate server called coplay-mcp-server (Python 3.11+), installed with uvx … coplay-mcp-server@latest. That command connects Claude Code to the Coplay assistant, not to the free MCP for Unity package. Plenty of setups fail because someone followed one product’s instructions for the other.

Route 3: Unity-MCP (IvanMurzak), free and open source

IvanMurzak’s Unity-MCP connects AI clients to both the Unity Editor and a running game. Its in-Editor window is called AI Game Developer, and it’s Apache-2.0 licensed. Your client talks to a .NET MCP server over stdio or streamable HTTP, and that server talks to Unity. The server is a self-contained binary, so you don’t need Python or Node.

Pick this one if:

  • you’re on Unity 2022.3, so the official server is closed to you, and you want the most tools. It has 70+, including tests-run for EditMode and PlayMode tests, plus profiler control
  • you don’t want a Python toolchain on your machine
  • you want AI inside the shipped game, not just the Editor. It’s the only one of the three with a runtime API, for things like LLM-driven NPCs or in-game debugging

Setup:

  1. Install the .unitypackage installer from the GitHub releases page, or run openupm add com.ivanmurzak.unity.mcp.
  2. Wait for the plugin to download its server binary to Library/mcp-server/.
  3. Open Window → AI Game Developer and use the Claude Code configurator. It has built-in configurators for 14 clients.

To register it by hand, copy the command for your platform from the README and pass it to Claude Code. Use the port shown in the AI Game Developer window:

# Windows x64 example
claude mcp add ai-game-developer -- "C:/Path/To/Project/Library/mcp-server/win-x64/gamedev-mcp-server.exe" port=<port> client-transport=stdio

Two gotchas are specific to this route. The project path cannot contain spaces. And ports are derived from your project path, in the 20000–29999 range, so two projects get two different ports. That’s handy for multi-project work, but it means you can’t copy one project’s config to another.

Verify the connection with a read-only prompt

Don’t start with “build me a player controller”. Start with something that can’t break anything.

  1. In a terminal, run claude mcp list. Your Unity server should be listed and reported as connected.
  2. Open Claude Code in your project folder and type /mcp. The Unity server should show a tool count greater than zero.
  3. Run a read-only prompt:
List the full scene hierarchy of the open scene, including inactive
objects. Don't change anything.

If Claude returns your real GameObjects with the names you gave them, the connection is live. If it invents a hierarchy (“Main Camera, Directional Light, Player…”) for a scene that doesn’t contain those objects, it isn’t reading Unity at all. It’s guessing. Go to the fixes section.

Unity’s docs suggest a second check for the official route: “Read the Unity console messages and summarize any warnings or errors.” A real answer quotes your actual Console.

Your first 5 prompts (safe → powerful)

Work up the ladder. Each step tests one more permission before you trust the next, so if something’s wrong you find out on a harmless prompt.

1. Read

Read the Unity Console and summarise any errors or warnings. Then
describe the components on the GameObject named "Player".
Don't modify anything.

2. Create

Create an empty GameObject named "Enemy" at position (5, 0, 0).
Don't modify any existing objects.

3. Modify

Add a Rigidbody to "Enemy". Set mass to 2 and freeze rotation on X and Z.
Tell me the exact values you set.

4. Write code

Create Assets/Scripts/EnemyChase.cs. Move toward the GameObject tagged
"Player" at speed 3 using Rigidbody.MovePosition in FixedUpdate.
Wait for compilation, then read the Console and fix any errors
before attaching it to "Enemy".

The last line matters most. An agent that reads the Console fixes its own compile errors. One that doesn’t will announce success on code that doesn’t build. Waiting for compilation also stops the agent from calling the next tool while Unity is still reloading the domain, which fails and gets misread as a broken script.

5. Verify with tests

Create an EditMode test in Assets/Tests/EditMode that checks EnemyChase
exposes a public speed field greater than zero. Run the EditMode tests
and report pass/fail with the output of any failures.

Prompt 5 needs a server with a test tool. MCP for Unity and Unity-MCP have one. On the official route, check your tools list first.

Unity MCP not connecting? Fixes by symptom

These come from the Unity Discussions AI Assistant threads, the CoplayDev and IvanMurzak troubleshooting docs, and Unity’s own troubleshooting page. Find your symptom and work through the fixes in order. The first fix listed is the most common cause.

Claude only appears in “Other Connections”, never “Connected Clients”

Route: official (package). This is the symptom in the “Can’t connect Claude to the MCP” thread, reported on Windows 11 and macOS between May and July 2026. Work through these in order:

  1. Approve the pending connection (Route 1, Step 3). An unapproved client looks exactly like this.
  2. Change the AI Assistant package version. Thread participants reported 2.7.0-pre.3, 2.9.0-pre.2, 2.12.0-pre.1 and 2.13.0-pre.2 as broken, and 2.6.0-pre.1 and 2.17.0-pre.1 as working. Not everyone was fixed by switching. In Package Manager, move to a version reported as working, restart the Editor and re-approve.
  3. Clear a stored rejection. If you ever clicked Deny or Revoke, that state persists. Close Unity and any relay processes, delete the project’s Library/AI.MCP folder, then reopen and accept the new pending connection.
  4. Close other connected clients. Package versions from the beta period allowed one direct connection at a time. Opening a second Claude Code session, or Cursor alongside it, dropped the first (see the “Connection revoked” thread). Unity now advertises no concurrency limits, but if you’re on an older package, close Claude Desktop, Cursor and other MCP clients and reconnect Claude Code alone.
  5. Try the Unity CLI route (Route 1, Option B). It bypasses the package’s Project Settings approval flow entirely.

“Connection closed” or the server never starts

Claude Code launched the server and it died immediately. Check in this order:

  • MCP for Unity: uv is missing or not on the PATH that Claude Code sees. Run uv --version in a fresh terminal. On Windows, if the WinGet install isn’t found, point the config at %LOCALAPPDATA%\Microsoft\WinGet\Links\uv.exe. Then use Window → MCP for Unity → Restart Server.
  • Official (package): the relay isn’t in ~/.unity/relay/. It only appears after the Editor has started at least once. Also check that your config includes --mcp. Restart the Editor to reinstall the relay, or use Locate Server in the Unity MCP settings.
  • Official (CLI): unity isn’t on your PATH yet. Open a new terminal or refresh PATH after installing.
  • Unity-MCP: the server binary didn’t download to Library/mcp-server/. Antivirus blocking and network failures are the usual causes, along with spaces in the project path. Its wiki’s “nuclear option” is to delete Library/mcp-server/, restart Unity and reconfigure.
  • Port conflict (HTTP routes): something else already owns port 8080. Tailscale and local dev servers are common culprits. Check with netstat -ano | findstr :8080 (Windows) or lsof -i :8080 (macOS/Linux). Change the port in the MCP for Unity window, then re-register the new URL in Claude Code.
  • Any route: did you restart Claude Code after changing config? Config is read at launch.

To see the real error, run claude mcp get <name> to show the exact command Claude Code launches, then run that command yourself in a terminal. Whatever it prints is your actual problem.

The tools list is empty

The server shows up, but /mcp reports zero tools, or the server isn’t listed at all.

  1. Check it’s registered where you are. Run claude mcp list from the project folder. If your Unity server is missing, it was registered in a different scope or a different folder (see “Works in Claude Desktop, not in Claude Code” below).
  2. Validate the JSON. A single trailing comma in .mcp.json silently breaks the whole file.
  3. Clear Console compile errors. All three servers discover tools through Editor scripts, and Unity won’t load new Editor code while any script fails to compile.
  4. Check tools are enabled. The official route has a Tools section in its settings, plus a Show Debug Logs option for discovery details. MCP for Unity has toggleable tool groups.
  5. Restart the session. Claude Code loads the tool list when a session starts. Exit and relaunch claude after fixing the Unity side.
  6. Check for the DLL conflict (Unity 6.3+). If the AI Assistant package and MCP for Unity are both installed, System.Collections.Immutable version errors block compilation. Remove one of them.

It connects, then drops after Play Mode or a recompile

Every script change and every Play Mode entry triggers a domain reload. Unity tears down and rebuilds all Editor C#, including the MCP bridge, so some disconnection is expected. Unity-MCP’s wiki calls it normal and reconnects automatically. It only becomes a problem when the bridge doesn’t come back.

  • Quick fix: wait for compilation to finish, then retry the prompt. Most servers reconnect on their own.
  • If it doesn’t reconnect: restart the bridge. On the official route, that’s Start in the Unity MCP settings. On MCP for Unity, it’s Restart Server. Then restart Claude Code.
  • Prevention: put a “wait for compilation, then read the Console” rule in CLAUDE.md (below), and don’t ask for “write a script and immediately run it” in one breath on slow machines.
  • Play Mode option: in Edit → Project Settings → Editor → Enter Play Mode Settings, you can skip the domain reload. Play Mode gets faster and the bridge survives, but static fields no longer reset between runs, so only do this if your code handles it.
  • Unity 6.5 editor hang: if the Editor sits at around 100% CPU and the bridge never connects, Coplay’s troubleshooting guide traces it to pre-release AI packages (com.unity.ai.assistant, com.unity.ai.inference) livelocking the asset database. Remove them from Packages/manifest.json, delete packages-lock.json and clear Library/.

Works in Claude Desktop, not in Claude Code

They’re different clients with different config files. Configuring one does nothing for the other, and within Claude Code, scope decides where a server is visible:

Where it’s configuredWho sees it
claude_desktop_config.json (~/Library/Application Support/Claude/ on Mac, %APPDATA%\Claude\ on Windows)Claude Desktop only
claude mcp add (default --scope local)Claude Code, only in the folder where you ran the command
claude mcp add --scope userClaude Code, in every folder
.mcp.json in the project root (--scope project)Everyone who opens the repo in Claude Code, after they approve it

The classic mistake is running claude mcp add from your home directory, then launching claude inside the Unity project, where the server doesn’t exist. Re-add it with --scope user, or add it from the project root. Only use --scope project if the whole team uses the same route, because relay paths are machine-specific.

WSL2: Claude Code in Linux, Unity on Windows

Stdio can’t cross that boundary. Either run Claude Code natively on Windows (simplest) or use MCP for Unity over HTTP. Coplay’s guide moves the port to 8090, forwards it with netsh interface portproxy, opens the firewall, then registers claude mcp add --transport http UnityMCP http://<windows-host-ip>:8090/mcp.

Keep Claude from wrecking your project

MCP is a write-access tool. Treat it like handing a keen junior developer your editor for an hour. Three rules hold up:

  • Commit before, diff after. Every session. Run git diff --stat when Claude finishes. If a scene diff is bigger than you expected, revert it with git checkout -- Assets/Scenes/YourScene.unity and ask for the change through a script instead.
  • Gate scene and prefab edits. Scripts are plain C# that diffs cleanly. Serialized scenes and prefabs are large YAML that nobody reviews well. Let Claude write code freely, and make it ask before it edits scenes.
  • One task per prompt. “Refactor the inventory and fix the UI and add save/load” is how you lose an afternoon.

Put the rules where Claude will read them. Claude Code loads a CLAUDE.md file from your project root at the start of every session. Copy this and edit the first section:

# CLAUDE.md: Unity project rules

## Project
- Unity [YOUR VERSION], [URP/HDRP/Built-in], [new Input System / old].
- Use only APIs available in this Unity version.
- Scripts live in Assets/Scripts/<Feature>/. Tests in Assets/Tests/EditMode.

## You MAY edit freely
- Assets/Scripts/**, Assets/Tests/**
- ScriptableObject assets you created in this session

## Ask before touching
- Any .unity scene or .prefab file (describe the change, wait for "yes")
- ProjectSettings/**, Packages/manifest.json
- Deleting or renaming ANY asset (breaks GUID references)

## Never touch
- Library/, Temp/, Logs/, UserSettings/
- .meta files by hand

## After every script change
1. Wait for Unity to finish compiling.
2. Read the Console. Fix errors before any other tool call.
3. Do not enter Play Mode unless asked.

## Code rules
- Rigidbody physics in FixedUpdate, never Update.
- No FindObjectOfType in Update loops.

## Before finishing
- Run EditMode tests (if a test tool is available) and report results.
- Summarise every file you changed.

Claude Code vs Unity AI Assistant: do you need both?

They overlap less than the names suggest. Unity’s AI Assistant lives inside the Editor, knows Unity’s own documentation and adds Unity-native generation features. It runs on Unity AI credits: $10/month for 1,000 on Personal after the trial, or included with Pro and Enterprise. Claude Code lives in your terminal and codebase, runs on your Claude plan, and is stronger at multi-file refactors, test suites and reasoning across the whole project.

Since the MCP server became free, you don’t need the Assistant subscription to connect Claude Code on Unity 6. The package still carries the server for Option A, but the Unity CLI doesn’t need it. A practical split:

  • Quick Editor questions and asset generation: the Assistant.
  • Anything touching three or more scripts: Claude Code over MCP.

To compare other coding tools, see our guide to AI code assistants for Unity.

Versions this guide is based on

Unity MCP tooling changes almost weekly, so here’s exactly what the commands and menu paths above were checked against. If your version is newer and something doesn’t match, the linked docs are the source of truth.

ComponentVersion / sourceChecked
Unity official MCP (package route)AI Assistant 2.7 docs; Unity 6.0+22 Sep 2026
Unity CLI (MCP route)Beta channel installer22 Sep 2026
Unity MCP pricingUnity AI FAQ (free, no concurrency limits)22 Sep 2026
Unity plugin for Claude CodeUnity docs (released 9 Sep 2026)22 Sep 2026
MCP for Unity (CoplayDev)v10.2.022 Sep 2026
Unity-MCP (IvanMurzak)0.91.022 Sep 2026

FAQ

Is Unity MCP free?

Yes, on every route. Unity’s official MCP server became free after Unite Seoul in July 2026: Unity’s AI FAQ says it is free, has no concurrency limits and uses no Unity credits. Before that, Personal users needed a Unity AI subscription to connect. MCP for Unity (MIT) and Unity-MCP (Apache-2.0) have always been free. Unity’s in-Editor AI Assistant is still a paid add-on for Personal users, and Claude Code needs your own Claude plan.

Does Unity MCP work with Unity 2022?

Not the official server, which strictly requires Unity 6.0 or newer. Both community routes work: MCP for Unity supports 2021.3 LTS onwards and Unity-MCP supports 2022.3 onwards.

Can Claude Code edit scenes and prefabs?

Yes. All three servers can create GameObjects, change components and save scenes. Whether you should let it is a separate question. Serialized scene and prefab changes are hard to review in a diff, so let Claude edit scripts freely and use a CLAUDE.md rule that makes it ask before touching .unity or .prefab files.

Why does Claude show in Other Connections but not connect?

First, approve the pending connection in Project Settings → AI → Unity MCP. If that isn’t it, forum users traced the problem to specific AI Assistant pre-release versions (2.6.0-pre.1 and 2.17.0-pre.1 were reported working), to a stored rejection from clicking Deny (fixed by closing Unity and deleting the project’s Library/AI.MCP folder), or to a second MCP client competing for the connection. The Unity CLI route avoids the approval flow entirely.

Unity official MCP vs Coplay: which is better?

On Unity 6 or newer, the official server is now the default choice: it’s free, needs no Python and is maintained by Unity. MCP for Unity (Coplay) is the better choice on Unity 2021.3 or 2022.3, or if you want its built-in test and profiling tools and large community. Don’t install both in one Unity 6.3+ project because of a DLL conflict.

Does it work on Mac and Windows?

Yes, all three routes support both, plus Linux. The official relay ships separate binaries for Windows, Apple Silicon Macs, Intel Macs and Linux. MCP for Unity runs anywhere Python and uv run. Unity-MCP downloads a platform-specific server binary. If you run Claude Code in WSL2 with Unity on Windows, use MCP for Unity over HTTP with port forwarding.

Can I use a local LLM instead of Claude?

Yes, with any MCP client that supports local models, and MCP for Unity explicitly lists local LLMs. Expect weaker results on multi-step Editor tasks: smaller models are worse at tool calling and lose track of which tools they have already called.

Where to start

  • On Unity 6 or newer: use the official server through the package, or the Unity CLI if you’re comfortable on a beta channel. Remember to approve the connection.
  • On 2021.3 or 2022.3 LTS: use Coplay’s MCP for Unity, pinned to a release tag.
  • If you don’t want Python on your machine, or you want AI in the shipped game: use IvanMurzak’s Unity-MCP.
  • Stuck on “Other Connections”: approve first, change the package version second, try the CLI third.

Whichever route you pick: commit before, read the diff after, and start every session with a read-only prompt.

Related guides:

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