Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
作者による説明(英語の原文)
Control and verify a live Unity Editor through a local, low-token MCP server.
この3つを1つのスコアにまとめることはしません。意見、測定、人気はそれぞれ別のものだからです。
このサーバーのやさしい解説はまだ書いていません。以下はレジストリから読み取った事実です。
使っているAIアプリを選んで、設定をコピーしてください。
HERA_MCP_ENABLED必要なもの
どのアプリを使っていますか?
上でアプリを選んでください。選んだアプリを覚えておくので、次からはボタンに「…にインストール」と表示されます。
Claude Desktop → Settings → Developer → Edit Config を開き、claude_desktop_config.json にこれを貼り付けます
{
"mcpServers": {
"hera-agent-unity": {
"command": "npx",
"args": [
"-y",
"hera-agent-unity",
"mcp",
"--transport",
"stdio"
],
"env": {
"HERA_MCP_ENABLED": "your-value"
}
}
}
}ターミナルでこれを実行します
claude mcp add hera-agent-unity --env HERA_MCP_ENABLED=your-value -- npx -y hera-agent-unity mcp --transport stdio動かす前に、空欄の値を入力してください。
プロジェクトの .cursor/mcp.json、または ~/.cursor/mcp.json に貼り付けます
{
"mcpServers": {
"hera-agent-unity": {
"command": "npx",
"args": [
"-y",
"hera-agent-unity",
"mcp",
"--transport",
"stdio"
],
"env": {
"HERA_MCP_ENABLED": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
プロジェクトの .vscode/mcp.json に貼り付けます
{
"servers": {
"hera-agent-unity": {
"type": "stdio",
"command": "npx",
"args": [
"-y",
"hera-agent-unity",
"mcp",
"--transport",
"stdio"
],
"env": {
"HERA_MCP_ENABLED": "your-value"
}
}
}
}ブラウザがアプリを開いてよいか確認し、そのあとアプリが設定を表示して確認を求めます。キーの値は空欄のままなので、自分で入力してください。
これはパソコンで動くサーバーですが、ChatGPTがつなげるのはインターネット上のサーバーだけです。ほかのアプリを選んでください。
選んだアプリは、この端末のCookieに保存されます。アカウントは不要です。
HERA_MCP_ENABLED envこの設定は、作者のレジストリ登録情報から作成しています。READMEと違う場合は、READMEに従ってください。
パソコンで動くサーバーです。インストールすると、ツール一覧がAIアプリに表示されます。
誰でも見られる情報をチェックしており、コードは読んでいません。当てはまらない項目は数に入れていません。 · 2026年11月6日にチェック
レジストリ名は、リポジトリを所有するGitHubアカウント NotNull92 で確認済みです
このリポジトリはまだGitHubから読み取っていません
このリポジトリはまだGitHubから読み取っていません
これはパソコンで動くため、インターネット上のエンドポイントはありません
パソコンで動き、代わりにローカルの設定を使います
パソコンで動くサーバーです。ツール一覧を読み取れるのは、インターネット上のエンドポイントがある場合だけです
レジストリでこのカテゴリにある有効なすべてのサーバーと比較しています。スターは、公開者がリポジトリの所有者である場合だけ数えます。
当てはまる基本チェック1項目のうち1項目に合格しました。コードは読んでいません。キーやトークンを追加する前に、サーバーがどんなアクセスを求めているかを確認し、必要な権限だけを持つキーを使ってください。
レジストリには必須のキーは載っていません。ただし、最初に使うときにサインインを求めるサーバーもあります。
あなたのパソコンで動きます。必要なときにAIアプリが起動し、データは作者のサーバーを通りません(サーバー自体がオンラインサービスを呼び出す場合を除きます)。
GitHubリポジトリの最終更新は–、最新バージョン(0.2.17)がレジストリに届いたのは3 か月前です。
Claude Desktop、Claude Code、Cursor、VS CodeなどのMCP対応アプリで使えます。パソコンにNode.jsも必要です。
同じカテゴリには:Spec Driven Development, Remote Desktop Commander, SSTracker free youth training
同じカテゴリで、ほかの作者が作ったサーバー。スターの多い順。
カードの見方:★ GitHubスターi3つの柱:レビュー · チェック · 利用状況i更新=最新バージョンをレジストリに公開した日i
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
Remote Desktop Commander: use files, terminal and processes on your own computers from any AI app.
Free youth sports drills, practice plans and age-group answers for parents and coaches.
作者のリポジトリから書かれたとおりにコピーしたものです。PopNx MCPは内容を確認・推奨していません。HTML、画像、スクリプトは取り除いています。リンクはこのサイトの外へ移動します。
Give your AI coding agent hands, eyes, and a checklist inside Unity.
Codex, Claude, Cursor, Copilot, AntiGravity, and other shell-capable agents can inspect your live Unity Editor, change it, run it, test it, see the result, and keep fixing until the evidence says it is done.
Start in 3 steps · What can it do? · Why Hera? · How good is it? · Examples · Commands
English · 한국어
An AI can write Unity C# without Hera, but it cannot reliably know what your live Editor looks like after the code is written.
Normally the loop looks like this:
You ask the AI
↓ AI writes code ↓ You open Unity and wait for compile ↓ You copy the error back to the AI ↓ AI fixes it ↓ You press Play and explain what happened ↓ repeat...
Hera closes that loop:
You ask the AI
↓ AI uses Hera ↓ Unity compiles, runs, tests, clicks UI, captures the result ↓ Hera gives the real result back to the AI ↓ AI fixes what failed and checks again ↓ verified result
A simple way to think about it:
The AI is the brain. Hera gives that brain hands to operate Unity, eyes to inspect the result, and a checklist so it does not stop while the project is still broken.
Hera does not replace Unity and it does not replace the coding agent. It connects the two so the agent can work with facts from your actual project instead of guessing from source code alone.
Unity development has a feedback loop that lives outside the source files.
A change can look correct in code and still fail because:
Hera lets the agent ask the real Editor instead.
hera-agent-unity status
hera-agent-unity console --type error hera-agent-unity scene info hera-agent-unity editor play --wait hera-agent-unity test --mode PlayMode
If the selected Editor is not running, Hera can bootstrap the exact project before Connector discovery:
hera-agent-unity --project C:/Projects/Game editor launch
hera-agent-unity --project C:/Projects/Game editor restart
The project version comes from ProjectSettings/ProjectVersion.txt; the matching Unity Hub install comes from UNITY_HUB_EDITOR or the platform default (%ProgramFiles%\Unity\Hub\Editor on Windows). Pass --hub-root for a custom Hub location. Startup uses normal Package Manager behavior, not -noUpm, and returns when the new process publishes that exact project's heartbeat. On Windows, Hera also restores the standard common-profile environment for the Unity child when an agent shell omitted it, so UPM path resolution still starts with the same baseline as a normal desktop launch.
The important part is not the command names. The important part is that the agent can observe → change → run → verify → repair without making you act as the courier between the AI and Unity.
You can use Hera for tiny one-line checks or for a full AI-assisted Unity workflow.
| What you want the AI to do | What Hera gives it |
|---|---|
| Check whether Unity is healthy | Live Editor status, version, project, compile state, Console errors |
| Start or restart the right Editor | Launch or restart the exact project from its recorded Unity version and wait for that project's heartbeat |
| Understand the current Scene | Scene info, GameObject search, Component and Inspector reads |
| Change the Scene | Create/save Scenes; create, duplicate, rename, parent, transform, tag, layer, or delete GameObjects |
| Edit Components | Add, remove, inspect, and change serialized Component values |
| Work with project assets | Find, create, copy, move, or delete assets under Assets/ |
| Run project-specific C# | Execute C# inside the loaded Editor with access to Unity APIs and project assemblies |
| Make animations | Author AnimationClips, AnimatorController state machines, and Timeline tracks/clips |
| Test a feature | Run EditMode and PlayMode tests and keep the result across domain reloads |
| Play the game | Enter Play Mode, wait for the real state change, inspect, then stop |
| See what Unity rendered | Capture Scene/Game views or isolated objects, plus bounded uGUI identity/coordinate and Camera.main 3D physics evidence |
| Test Unity input | Inspect uGUI raycasts, or synthesize Input System keyboard/mouse sequences, record them, and replay them in Play Mode |
| Build UI | Author uGUI layouts and verify the generated result |
| Recreate a reference UI | Measure a reference, build the real Unity UI, capture it, compare, and iterate |
| Improve game feel | Give the agent recipes for shake, hit stop, feedback, camera, sound, rewards, and accessibility |
| Clean up generated-looking UI | Detect common spacing, hierarchy, typography, color, and decoration problems |
| Create your own studio commands | Add project-specific [HeraTool] actions that appear automatically |
| Work with several open Editors | Target the intended project and keep that project identity through port changes |
| Require approval for risky work | Preflight destructive operations and continue only with the matching approval token |
In short, Hera is not just a "press Play" remote. It is a bridge for the whole edit-and-check loop around a running Unity project.
Without Editor access, the agent often ends with:
"This should work."
With Hera, it can finish with evidence such as:
compile: passed
console errors: 0 EditMode tests: 18/18 PlayMode tests: 6/6 button click: verified through EventSystem final Game View: captured
That difference is the main reason Hera exists.
You no longer need to repeatedly:
The AI can perform most of that loop itself.
The normal production path is a CLI. Any agent that can run shell commands can use it.
No Python server is required, and no host protocol has to be configured.
A giant tool response becomes more input for the model to read. Hera therefore gives common commands compact views such as IDs-only GameObject searches and on-demand tool schemas.
The goal is simple: send the agent the smallest amount of Unity state that is enough to make the next decision.
Unity recompiles scripts, reloads domains, changes ports, enters Play Mode, runs tests, and sometimes drops a connection while doing it.
Hera tracks these workflows instead of treating a successful HTTP send as proof that Unity is finished.
Start with the built-in commands. Later you can add a [HeraTool] for the workflow your own project repeats every day: build a dungeon room, validate a quest graph, bake a table, spawn a test battle, or check your studio-specific asset rules.
Hera avoids vague "AI magic" claims. The repository keeps concrete measurements and compatibility evidence instead.
Measured low-token baselines for list --compact are about 93 estimated tokens across the tested Unity versions. find_gameobjects --ids measured 49 to 55 estimated tokens in the retained cross-version fixtures.
| Unity Editor | list --compact | find_gameobjects --ids |
list --tool --action | Read only the selected action parameters, result and safety. | |
|---|---|---|
| 2022.3.62f2 | 93 T | 54 T |
| 2023.2.22f1 | 93 T | 54 T |
| 6000.3.5f2 | 93 T | 49 T |
| 6000.5.0f1 | 93 T | 55 T |
T is a simple ceil(UTF-8 bytes / 4) estimate for Hera's CLI payload only. It is not provider billing telemetry. Full methodology: token-reduction benchmark.
Connector 0.3.0 compiles on Unity 2022.3, but dispatched requests are refused by default with DEVELOPER_MODE_REQUIRED. Enable Developer Mode (Unity 2022.3) in Hera Settings or run hera-agent-unity asset-config developer-mode on; use off to disable it. asset-config developer-mode shows the value and asset-config --json includes developer_mode (read-only).
The setting applies to every Unity 2022.3 project on this machine. Unity 6.6+ ignores it. A missing file/key defaults to off; malformed or locked configuration reads keep the last good value until a successful refresh. Changes need no domain reload. Status and ping still work while locked; cached local-only catalog queries and validation can also succeed, but dispatched requests are refused.
This is an unsupported opt-in line. On 2022.3.62f2, scoped paths for TMP 3.0.7, Timeline 1.7.7, Input System 1.14.0 and AI Navigation 1.1.6 passed independent verification; the package-present Hera suite passed 51/51. Keyboard and mouse delivery matched the same probe on 6000.6.6f1 with Input System 1.20.0. See versions, paths and evidence. unity_docs uses the 6000.6 corpus: both its unity_version and docs_version describe documentation, so compare them with the Editor version in status. With test-framework older than 1.4.0, cancel cannot stop a run whose callback is active in this domain; it preserves its pending record until completion. Stale records without an active callback can still be released.
All other Editor lines (including 2023.x and 6000.0–6000.5) hit an explicit #error. This stops normal project compilation, and other compiler errors may appear alongside it. Remove the package or use one of the two allowed lines.
Supported Unity versions are Unity 6.6+ (6000.6 minimum). The release compile gate installs the Connector's exact source as a normal UPM dependency in a disposable blank project of the representative Editor and requires a clean compile, a green release-gate suite, and zero console errors:
| Bucket | Representative Editor | Last full-gate result |
|---|
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