claude mcp add patina-unity-mcp -- npx -y patina-unity-mcp
A pasteable skeleton generated from the repository name. Check the project README for the exact package and arguments.
Star count
4 ★ · taygunsavas/patina-unity-mcp · read from the repository page · (checked 2026-10-16 20:00:20)
Source
collected from the punkpeye/awesome-mcp-servers list · type: MCP server
Harvest history
first seen 2026-10-09 · last seen 2026-10-16 · seen 32× · listed by 7 sources
Score
score 703 · 4 ★ · 7 sources · mcp
FAQ (answers come from our records)
How do I install it?
We did not find an install command for this repository (our install coverage is only about 4%). Check its README or releases page.
Who is it for?
We filed it under these tags: MCP 服务. The tags come from the entry itself, not a taxonomy we imposed.
Who maintains it?
repository taygunsavas/patina-unity-mcp;first catalogued 2026-10-09;last seen 2026-10-16。There is no official certification or quality rating here — we record sources and dates only.
Control the Unity Editor from any MCP host. One package install, one click, and your AI assistant can see your scene, create objects, and talk to the console. Patina is a Rust MCP server paired with a C# Unity bridge. It connects your favorite AI coding tool directly to the Unity Editor over a local TCP channel, with zero manual config. Why Patina? - **One-click setup.** Install the UPM package, click a button, and every supported host is configured automatically. - **No Rust required.** Release packages ship pre-built binaries for Windows, Linux, and macOS. Just install and go. - **Built for speed.** The Rust sidecar keeps the MCP layer fast and lightweight while Unity stays on the main thread. - **Multi-host.** Works with Claude Code, Cursor, VS Code, Gemini CLI, JetBrains Rider, Codex CLI, and more. How It Works The host launches the Rust binary over stdio MCP. The Rust server forwards tool calls into Unity through a local loopback TCP bridge. Unity executes them on the main thread and returns the result. Quick Start 1. Install the Unity package In Unity, open **Project Settings > Package Manager**, add a scoped registry, then install the package by name. Scoped registry: | Field | Value | |------|-------| | Name | npmjs | | URL | https://registry.npmjs.org | | Scope(s) | com.taygunsavas | Then open the **Package Manager** (Window > Package Manager), click the **+** icon in the top left, select **Add package by name...**, and enter: Registry releases are signed during the release workflow for Unity Package Manager verification. Alternatively, open the **Package Manager**, click the **+** icon, select **Add package from git URL...**, and enter: Patina is distributed as a complete Unity package artifact with the editor code, native Rust runtime binaries under Plugins/ /, and the Unity metadata needed for import. End users do not need the Rust toolchain or a Git checkout of this repository. 2. Run One-Click Setup Open **Window > Patina Unity MCP** and click **One-Click Setup**. The setup flow verifies the binary, starts the Unity bridge, auto-configures every detected host, replaces stale entries, and shows restart guidance where needed. Patina writes host configs to a stable user-level runtime path instead of a per-project Unity package cache path. When the package is updated, the Unity editor package refreshes that managed runtime automatically, so supported MCP hosts do not need to be reconfigured just because the package cache path changed. 3. Start building Open your MCP host and try: - *"Log hello to Unity console"* - *"Show me the scene hierarchy"* - *"Create a cube at position 0, 2, 0"* Available Capabilities Patina keeps the advertised MCP surface compact so hosts do not need to load every Unity command schema into context. Agents should use: | MCP tool | What it does | |------|-------------| | patina_capabilities | Search or browse the Unity command catalog; request schemas only for specific commands | | patina_call | Execute a catalog command with JSON parameters | | patina_health | Inspect Patina version, command count, bridge port, optional Unity editor state, and bridge diagnostics | The 87 commands below are available through patina_capabilities and patina_call. Scene | Tool | What it does | |------|-------------| | get_hierarchy | Retrieve the active scene's GameObject tree as nested JSON; supports max_depth and name_filter | | get_scene_info | Active scene metadata (name, path, build index, root count, dirty state); pass include_all_scenes for all loaded scenes | | open_scene | Open a scene by project-relative path; mode single (default) or additive | | save_scene | Save the active scene or any loaded scene; supports Save As | | new_scene | Create and save a new scene with optional empty or default-game-objects setup | GameObjects | Tool | What it does | |------|-------------| | create_game_object | Spawn an empty GameObject or a built-in primitive (Cube, Sphere, Capsule, Cylinder, Plane, Quad) | | delete_game_object | Permanently delete a GameObject and all its children | | duplicate_game_object | Duplicate a GameObject and its children | | reparent_game_object | Move a GameObject under a new parent; pass null to promote to scene root | | get_game_object_info | Full details for a named GameObject: transform, tag, layer, and all component properties |