The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond.
Unity MCP Server
Unity MCP Server — 268 tools for AI-assisted game development. Connect Claude, Cursor, or any MCP client to Unity Editor & Unity Hub. Scene management, GameObjects, components,…
Install
git clone https://github.com/AnkleBreaker-Studio/unity-mcp-serverInstall command taken from the project's README or registry entry. Always review code before running it.
README excerpt
Read full README on GitHub →AnkleBreaker Unity MCP
Build worlds. Coordinate agents. See every action. Connect your AI assistants to scene authoring, running games, multiplayer scenarios, tests, builds and profiling through Model Context Protocol. Built by AnkleBreaker Studio for workflows that span more than one editor and one assistant.
Get started · Watch the demos · Measured improvements · Multiple projects · Tool catalog · Changelog
| 347 named operations | 80 exposed MCP tools | 269 advanced tools on demand |
|---|---|---|
| Editor, Hub and integrations | Small initial discovery surface | Search a category, fetch one schema, run it |
Counts reflect the checked-in definitions; optional tools require their corresponding Unity packages. The advanced proxy also discovers routes advertised by newer plugins.
Watch it build a playable prototype
Neon brick breaker: scene construction, materials, gameplay scripts and visual iteration, with the assistant and Unity visible together.
▶ Open video · 25 seconds · Download MP4 · Village and castle demos
Recorded, accelerated excerpts. The silent videos export the same recordings as the GIFs; their duration is not a build-time benchmark. Media details and example prompts.
Built for demanding Unity workflows
| Your workflow | What AnkleBreaker provides |
|---|---|
| Several projects and agents | Independent request routing, explicit project selection and a fair queue for each editor. Architecture |
| Multiplayer iteration | MPPM scenario/player controls and parent/virtual-player discovery, plus ParrelSync identity. Workflow and live tests |
| Work you can inspect | Agent history, named undo for supported actions, queue timings, command errors and the Unity Dashboard. Monitoring |
| Mixed versions and interrupted calls | Per-editor capability detection, legacy fallback and protected retries when both components support them. Compatibility / Retry contract |
| A full production toolset | Scene authoring, builds, profiling, packages and optional integrations, with advanced schemas discovered on demand. Tool guide |
The combination is the strength: routing, scheduling, multiplayer controls and observable results in one workflow. See choosing a Unity integration for a sourced comparison.
Why choose AnkleBreaker? Each agent keeps its project identity, each editor has its own queue, and supported actions leave a history you can inspect and undo. Advanced tools extend that workflow into multiplayer iteration, Unity Hub and project-specific integrations. Those behaviors have dedicated regression checks and real-editor evidence, not just a feature list.
Get started
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