Spec Driven Development
MCP Server that facilitates spec-driven development workflows, not just Vibe Coding.
제작자가 쓴 설명(영어 원문)
stdio bridge for the local Unity Editor MCP server from FunseaAI/unity-mcp.
이 세 가지는 절대 하나의 점수로 합치지 않아요. 의견, 측정, 인기는 서로 다른 것이니까요.
이 서버는 아직 쉬운 말로 된 요약을 쓰지 못했어요. 아래는 레지스트리에서 읽어 온 사실이에요.
쓰고 있는 AI 앱을 고른 다음 설정을 복사하세요.
어떤 앱을 쓰세요?
위에서 앱을 고르세요. 기억해 두었다가 다음부터는 버튼에 “…에 설치”라고 표시해요.
Claude Desktop → Settings → Developer → Edit Config를 열고 claude_desktop_config.json에 이 내용을 붙여 넣으세요
{
"mcpServers": {
"unity": {
"command": "dnx",
"args": [
"FunseaAI.Unity.Mcp",
"--yes"
]
}
}
}터미널에서 이 명령어를 실행하세요
claude mcp add unity -- dnx FunseaAI.Unity.Mcp --yes프로젝트의 .cursor/mcp.json 또는 ~/.cursor/mcp.json에 붙여 넣으세요
{
"mcpServers": {
"unity": {
"command": "dnx",
"args": [
"FunseaAI.Unity.Mcp",
"--yes"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
프로젝트의 .vscode/mcp.json에 붙여 넣으세요
{
"servers": {
"unity": {
"type": "stdio",
"command": "dnx",
"args": [
"FunseaAI.Unity.Mcp",
"--yes"
]
}
}
}브라우저가 앱을 열지 물어본 다음, 앱이 설정을 보여 주고 확인을 요청해요. 키 값은 비워 두니 직접 입력하세요.
이 서버는 내 컴퓨터에서 실행되는데, ChatGPT는 인터넷에 있는 서버에만 연결할 수 있어요. 다른 앱을 고르세요.
선택한 앱은 이 기기의 쿠키에만 저장돼요. 계정은 필요 없어요.
이 설정은 제작자의 레지스트리 정보로 만들었어요. README와 다르면 README를 따르세요.
내 컴퓨터에서 실행돼요. 설치하면 AI 앱에 도구 목록이 나타나요.
누구나 볼 수 있는 정보를 점검했고, 코드는 읽지 않았어요. 해당하지 않는 항목은 개수에서 뺐어요. · 2026년 11월 7일 점검
레지스트리 이름이 GitHub 계정 FunseaAI 기준으로 확인되었고, 이 계정이 저장소를 소유하고 있어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
아직 GitHub에서 이 저장소를 읽어 오지 않았어요
내 컴퓨터에서 실행되는 서버라 인터넷 엔드포인트가 없어요
내 컴퓨터에서 실행되며, 대신 로컬 설정을 사용해요
내 컴퓨터에서 실행돼요. 도구 목록은 인터넷 엔드포인트가 있는 서버에서만 읽을 수 있어요
레지스트리에서 이 카테고리의 활성 서버 전체와 비교했어요. 스타는 게시자가 저장소를 소유한 경우에만 세요.
해당하는 기본 점검 1개 중 1개를 통과했어요. 코드는 읽지 않았어요. 키나 토큰을 넣기 전에 서버가 어떤 권한을 요구하는지 확인하고, 꼭 필요한 권한만 있는 키를 쓰세요.
레지스트리에 필수 키가 나와 있지 않아요. 다만 처음 쓸 때 로그인을 요구하는 서버도 있어요.
내 컴퓨터에서 실행돼요. AI 앱이 필요할 때 실행하고, 데이터는 제작자의 서버를 거치지 않아요(서버 자체가 온라인 서비스를 호출하는 경우는 제외).
GitHub 저장소는 마지막으로 – 변경됐고, 최신 버전(0.1.7)은 7개월 전 레지스트리에 올라왔어요.
Claude Desktop, Claude Code, Cursor, VS Code처럼 MCP를 지원하는 앱에서 쓸 수 있어요. 내 컴퓨터에 .NET도 있어야 해요.
같은 카테고리에는: Spec Driven Development, Remote Desktop Commander, Detailing Manager
같은 카테고리에서 다른 제작자가 만든 서버예요. 스타 순으로 정렬했어요.
카드 보는 법:★ GitHub 스타i세 기둥: 리뷰 · 점검 · 사용 정도i업데이트 = 최신 버전을 레지스트리에 공개한 날i
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.
Connect your auto detailing studio's tasks, cars, clients and revenue to Claude or ChatGPT.
제작자의 저장소에서 쓰인 그대로 가져왔어요. PopNx MCP가 검토하거나 보증한 내용이 아니에요. HTML, 이미지, 스크립트는 제거했어요. 링크를 누르면 이 사이트를 벗어나요.
Funplay MCP for Unity
The Most Advanced MCP Server for Unity Editor
中文 | English
💖 If you find this project useful, please consider giving it a Star. It helps more Unity developers discover it and supports ongoing development.
Funplay MCP for Unity is an MIT-licensed Unity Editor MCP server that lets AI assistants like Claude Code, Cursor, Kimi Code, LM Studio, Windsurf, Codex, and VS Code Copilot operate directly inside your running Unity project.
Describe your game in one sentence — your AI assistant builds it in Unity through Funplay MCP for Unity's built-in tools for scene creation, script generation, runtime validation, input simulation, performance analysis, and editor automation.
*"Build a snake game with a 10x10 grid, food spawning, score UI, and game-over screen"*
Your AI assistant handles it through Funplay MCP for Unity: creates the scene, generates all scripts, sets up the UI, and configures the game logic — all from a single prompt.
16-second demo — AI generates a 3D model and integrates it into the scene end-to-end. Watch HD MP4 .
If you just want to get connected fast, do these three things:
Funplay > MCP ServerIn Unity, go to Window → Package Manager → + → Add package from git URL:
https://github.com/FunplayAI/funplay-unity-mcp.git
💡 Before you clone or install, a quick ⭐ on GitHub would be greatly appreciated.
If you want Unity Package Manager to show registry-backed package version history and allow version selection, install from OpenUPM instead of Git.
Using the OpenUPM CLI:
openupm add com.gamebooom.unity.mcp
Or add the scoped registry manually in Packages/manifest.json:
{
"scopedRegistries": [ { "name": "OpenUPM", "url": "https://package.openupm.com", "scopes": [ "com.gamebooom" ] } ], "dependencies": { "com.gamebooom.unity.mcp": "0.7.5" } }
If you installed from a Git URL before, remove the Git dependency first, then install from OpenUPM. Git-installed packages only show the resolved Git version in Unity and do not get the registry-backed Version History list.
Menu: Funplay → MCP Server to start the server.
A new project gets its own port, derived from the project path, so two editors opened on different projects never fight over one port. The MCP Server window shows the exact URL (http://127.0.0.1: /mcp/project/ /); the one-click configuration writes that URL for you. Type a port in Server Port to pin a fixed one (CI, a firewall rule) and Use Per-Project Port to derive one instead.
Upgrading preserves the existing pinned port, but v0.7.1 binds generated URLs to the project. Old root URLs remain readable; writes require a verified expected_context. Re-run Reconfigure MCP + Skills in the existing blue Skills notice card and reconnect your client, or explicitly pass the guard from an independently verified intended Editor. Click Use Per-Project Port when you want that project to run beside another editor. See Running Several Unity Projects at Once for the full setup guide.
If the window reports a fallback port, do not use a client entry that still targets the occupied stable port; it could reach the process that owns that port. One-click configuration stays blocked until you click Use Per-Project Port or Pin Current Port and the server finishes restarting.
Direct in-process HTTP is the default transport. If you need stronger connection continuity across Unity script recompiles or Play Mode domain reloads, enable Experimental Broker Mode in the MCP Server window. It runs a tiny local broker with Unity's bundled Mono, keeps the same 127.0.0.1 port for MCP clients, and requires no client config change.
Open Funplay → Tool Exposure if you want to edit the exact tools exposed by core or full.
Open Funplay → MCP Settings if you need to adjust execute_code safety defaults or plugin debug logging.
Use the built-in One-Click MCP Configuration in the Funplay > MCP Server window first.
Select your target client, click Configure, and the package writes the recommended MCP config entry for you.
For Claude Code, Cursor, Codex, OpenCode, and DeepSeek Harness, click Configure + Skills to also install both built-in project skills.
If you want project-specific AI guidance for the current Unity project, open Funplay → Project Skills to choose supported platforms and install the built-in unity-mcp-workflow and unity-ui-composition skills. The UI skill covers responsive portrait and landscape uGUI work.
Version 0.7.0 keeps these two built-in skills and adds four task-specific references, informed by the official Unity plugin 0.1.8-beta: UI framework selection, safe Sprite importer edits, TMP/localization verification, and package readiness. Agents read only the references relevant to their task; no default tools or extra skills are added. MCP-first operation, project conventions, prefab preservation and design fidelity remain authoritative. Update existing installations through Project Skills; missing or outdated references also trigger the skills-update notice. User-owned reference files are protected from overwrite.
Version 0.7.1 adds execution-trust guidance to both built-ins, including project identity, actual frame progress, strict input routes, owned verification cleanup and conditional handling of blocking native Unity dialogs. The shared blue setup card reports MCP and Skills issues with one Reconfigure MCP + Skills action; resolving one issue preserves the other. See execution trust and migration.
If you prefer to edit config files manually, use the examples below as fallback references. Replace with this project's entry name, with its port and with the ID in its full bound URL -- copy these from the MCP Server window, not from a different Editor:
Claude Code / Claude Desktop
{
"mcpServers": { "funplay- ": { "type": "http", "url": "http://127.0.0.1: /mcp/project/ /" } } }
Cursor
{
"mcpServers": { "funplay- ": { "url": "http://127.0.0.1: /mcp/project/ /" } } }
LM Studio
LM Studio's mcp.json location can vary by version and platform. Prefer Program > Install > Edit mcp.json in LM Studio. Funplay's one-click Configure button opens LM Studio's lmstudio://add_mcp link and only updates an existing config file if one is already present, instead of creating a guessed path.
{
"mcpServers": { "funplay- ": { "url": "http://127.0.0.1: /mcp/project/ /" } } }
VS Code
{
"servers": { "funplay- ": { "type": "http", "url": "http://127.0.0.1: /mcp/project/ /" } } }
Trae
{
"mcpServers": { "funplay- ": { "url": "http://127.0.0.1: /mcp/project/ /" } } }
Kiro
{
"mcpServers": { "funplay- ": { "type": "http", "url": "http://127.0.0.1: /mcp/project/ /" } } }
Kimi / Kimi Code
Current Kimi Code releases load project-level MCP servers from .kimi-code/mcp.json (official MCP documentation). Funplay's one-click Configure target writes there so the current Unity server is only visible to Kimi sessions started in this project. If the machine only has the legacy Kimi CLI data directory, it writes the compatible user-level ~/.kimi/mcp.json instead. Start a new Kimi session from the Unity project root after configuring; on first use, review the loopback URL and trust the workspace. The generated project file contains this machine's local port, so normally keep it uncommitted unless the team deliberately shares one pinned port.
{
"mcpServers": { "funplay- ": { "url": "http://127.0.0.1: /mcp/project/ /" } } }
Codex
[mcp_servers.funplay-<project>]
url = "http://127.0.0.1: /mcp/project/ /"
OpenCode
Written to the repository's own .opencode/opencode.json (not the global config), so only OpenCode sessions started inside this repo see this editor's tools.
{
"mcp": { "funplay- ": { "type": "remote", "url": "http://127.0.0.1: /mcp/project/ /", "enabled": true } } }
DeepSeek Harness
Written as a delimited managed block into every DeepSeek Harness profile's ~/.dsh/profiles/ /cordis.patch.yml, because DSH composes its plugins per launch through --profile and exposes no single active profile to target from outside. Anything outside the block is preserved on reconfigure, and deleting the block by hand uninstalls the entry.
# >>> funplay-mcp:funplay-<project> begin (managed by Funplay MCP -- reconfigure from Unity > Funplay > MCP Server)
Antigravity
Written to the workspace-local .agents/mcp_config.json with mcpServers entries using serverUrl for Funplay's Streamable HTTP endpoint. This keeps the server out of unrelated workspaces. Use a current Antigravity version supporting workspace MCP configuration, then reload its MCP servers.
The workspace root is the nearest ancestor containing .git (including a worktree's .git file), or the Unity project directory when it is outside Git. Open that directory as the Antigravity workspace. Configure + Skills places .agents/mcp_config.json, .agents/skills/, and the managed AGENTS.md block at this same root, including when the Unity project is
앞부분만 보여 드려요. 나머지는 저장소에서 읽어 보세요