@@ -40,19 +40,23 @@ MCP for Unity acts as a bridge, allowing AI assistants (like Claude, Cursor) to
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4141 Your LLM can use functions like:
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43- * ` execute_menu_item ` : Executes Unity Editor menu items (e.g., "File/Save Project").
44- * ` manage_asset ` : Performs asset operations (import, create, modify, delete, etc.).
45- * ` manage_editor ` : Controls and queries the editor's state and settings.
46- * ` manage_gameobject ` : Manages GameObjects: create, modify, delete, find, and component operations.
47- * ` manage_scene ` : Manages scenes (load, save, create, get hierarchy, etc.).
48- * ` manage_script ` : Manages C# scripts (create, read, update, delete).
49- * ` manage_shader ` : Performs shader CRUD operations (create, read, modify, delete).
50- * ` read_console ` : Gets messages from or clears the console.
51- * ` run_test ` : Runs a tests in the Unity Editor.
52- * ` set_active_instance ` : Routes subsequent tool calls to a specific Unity instance (when multiple are running).
53- * ` apply_text_edits ` : Precise text edits with precondition hashes and atomic multi-edit batches.
54- * ` script_apply_edits ` : Structured C# method/class edits (insert/replace/delete) with safer boundaries.
55- * ` validate_script ` : Fast validation (basic/standard) to catch syntax/structure issues before/after writes.
43+ * ` execute_menu_item ` : Executes Unity Editor menu items (e.g., "File/Save Project").
44+ * ` manage_asset ` : Performs asset operations (import, create, modify, delete, etc.).
45+ * ` manage_editor ` : Controls and queries the editor's state and settings.
46+ * ` manage_gameobject ` : Manages GameObjects: create, modify, delete, find, and component operations.
47+ * ` manage_prefabs ` : Performs prefab operations (create, modify, delete, etc.).
48+ * ` manage_scene ` : Manages scenes (load, save, create, get hierarchy, etc.).
49+ * ` manage_script ` : Compatibility router for legacy script operations (create, read, delete). Prefer ` apply_text_edits ` or ` script_apply_edits ` for edits.
50+ * ` manage_shader ` : Performs shader CRUD operations (create, read, modify, delete).
51+ * ` read_console ` : Gets messages from or clears the console.
52+ * ` run_tests ` : Runs tests in the Unity Editor.
53+ * ` set_active_instance ` : Routes subsequent tool calls to a specific Unity instance (when multiple are running).
54+ * ` apply_text_edits ` : Precise text edits with precondition hashes and atomic multi-edit batches.
55+ * ` script_apply_edits ` : Structured C# method/class edits (insert/replace/delete) with safer boundaries.
56+ * ` validate_script ` : Fast validation (basic/standard) to catch syntax/structure issues before/after writes.
57+ * ` create_script ` : Create a new C# script at the given project path.
58+ * ` delete_script ` : Delete a C# script by URI or Assets-relative path.
59+ * ` get_sha ` : Get SHA256 and basic metadata for a Unity C# script without returning file contents.
5660</details >
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@@ -61,9 +65,17 @@ MCP for Unity acts as a bridge, allowing AI assistants (like Claude, Cursor) to
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6266 Your LLM can retrieve the following resources:
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64- * ` unity_instances ` : Lists all running Unity Editor instances with their details (name, path, port, status).
65- * ` menu_items ` : Retrieves all available menu items in the Unity Editor.
66- * ` tests ` : Retrieves all available tests in the Unity Editor. Can select tests of a specific type (e.g., "EditMode", "PlayMode").
68+ * ` unity_instances ` : Lists all running Unity Editor instances with their details (name, path, port, status).
69+ * ` menu_items ` : Retrieves all available menu items in the Unity Editor.
70+ * ` tests ` : Retrieves all available tests in the Unity Editor. Can select tests of a specific type (e.g., "EditMode", "PlayMode").
71+ * ` editor_active_tool ` : Currently active editor tool (Move, Rotate, Scale, etc.) and transform handle settings.
72+ * ` editor_prefab_stage ` : Current prefab editing context if a prefab is open in isolation mode.
73+ * ` editor_selection ` : Detailed information about currently selected objects in the editor.
74+ * ` editor_state ` : Current editor runtime state including play mode, compilation status, active scene, and selection summary.
75+ * ` editor_windows ` : All currently open editor windows with their titles, types, positions, and focus state.
76+ * ` project_info ` : Static project information including root path, Unity version, and platform.
77+ * ` project_layers ` : All layers defined in the project's TagManager with their indices (0-31).
78+ * ` project_tags ` : All tags defined in the project's TagManager.
6779</details >
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