Tool reference
nanora-unity-mcp exposes 57 tools in 18 categories, plus the three SuperSave meta tools. Each page is generated from the tool’s C# class, so the parameters match what your AI client receives from tools/list.
GameObject creation and modification
get_scene_hierarchy— Gets the GameObject hierarchy of the active scene as indented text: scene name, path, root count, then one line per object with [inactive]/[prefab] markers and its component type names.get_object_details— Gets details of one active GameObject: active state, layer, tag, static flag, world and local transform, parent, child count, and the type names of all components (missing scripts are marked).create_game_object— Creates a new GameObject in the active scene, either empty or as a primitive (Cube, Sphere, etc.), with local position/rotation/scale and an optional parent.modify_game_object— Modifies one existing GameObject: name, active state, local position/rotation/scale, parent, layer, or tag.delete_game_object— Deletes a GameObject (and all of its children) from the open scene, with Undo support.
Search and find objects/assets
query_objects— Query GameObjects using U-Selector syntax (similar to CSS selectors).search_assets— Search for assets in the local project using fuzzy matching.wait_for_selector— Poll until a GameObject matching a U-Selector (same syntax as query_objects) reaches a state, or until timeout.instantiate_asset— Instantiate a prefab or asset into the current scene.
Bulk operations on multiple objects
batch_modify— Batch modify multiple GameObjects matching a selector.set_active— Set the active state of GameObjects matching a selector.destroy_objects— Destroy multiple GameObjects matching a selector.
Code execution and compilation
execute_csharp— Execute C# code dynamically in the Unity Editor context.execute_menu_item— Executes a Unity Editor menu item by its path (e.g., ‘File/Save’, ‘Edit/Undo’), including project-defined menus.compile_project— Trigger Unity script compilation and wait for completion (up to timeout_seconds).get_compilation_errors— Get current compilation errors and warnings without triggering a new compilation.
PlayMode
Section titled “PlayMode”Play mode control
manage_playmode— Manage Unity Play Mode: play (enter), stop (exit), pause, resume, step one frame, or status.
Test execution, E2E scenarios, visual regression and budgets
run_tests— Run Unity Test Framework tests.get_test_results— Get available test results from Unity Test Framework.simulate_input— Simulate keyboard and mouse input for automated testing and UI interaction.assert_ui_state— Assert UI state matches expected value.run_e2e_test— Run an E2E test scenario in Play Mode.visual_regression_test— Visual regression testing via screenshot comparison.performance_budget_test— Test if the scene meets performance budgets.generate_test_report— Generate a comprehensive test report from E2E test, visual regression, and performance budget results.
Performance
Section titled “Performance”Profiling and performance analysis
analyze_frame— Analyze the current frame’s rendering performance.analyze_memory— Analyze current memory usage.profile_cpu— Profile CPU performance using Unity’s ProfilerRecorder API.get_profiler_stats— Get available profiler statistics and current performance metrics.
Materials
Section titled “Materials”Material diagnostics and repair
diagnose_materials— Diagnose material issues in the project.repair_materials— Repair material issues by upgrading shaders to the current render pipeline.
Diagnostics
Section titled “Diagnostics”Editor diagnostics and logging
mcp_status— Get Unity MCP server status: version, project path, port and URLs, uptime, and optionally the registered tool list and Unity system info.get_console_logs— Gets recent log messages from the Unity Consoleconfigure_editor— Configure Unity Editor settings for optimal MCP operation.capture_screenshot— Capture a PNG from the Game View or Scene View and return it as an image content block, plus a text summary.setup_status— Check all MCP client configuration health.reconfigure_client— Fix or update MCP client configurations.install_skills— Install or update bundled Unity workflow skills into .claude/skills/.
SceneMgmt
Section titled “SceneMgmt”Scene file management
manage_scene— Manage scene files: new, save, save_as, load, or info about the active scene (name, path, dirty state, root objects).
Animation
Section titled “Animation”Animator and animation clip control
control_animator— Control Animator component: play/stop states, set parameters, get state infomanage_animation_clip— Manage animation clips: list, info, create simple clips
UI element creation and canvas management
create_ui_element— Create UI elements: Button, Text, Image, Panel, InputField, Slider, Toggle, Dropdownmanage_canvas— Manage Canvas settings: render mode, sorting, scaler, and get UI hierarchy
Audio source and playback control
manage_audio_source— Manage AudioSource: create, configure, list, and get infoplay_audio— Control audio playback: play, stop, pause, resume, play one-shot
Lighting
Section titled “Lighting”Light management and global lighting settings
manage_light— Manage lights: create, configure, list, and get infoconfigure_lighting— Configure global lighting: ambient, fog, skybox, and bake settings
Camera
Section titled “Camera”Camera control and Cinemachine setup
control_camera— Control cameras: create, configure, list, look at, and align to viewsetup_cinemachine— Setup Cinemachine virtual cameras and brains (requires Cinemachine package)
Editor
Section titled “Editor”Editor operations, reflection, and batch execution
editor_operations— Perform editor operations: undo, redo, get/set selection, and view undo historyunity_reflect— Inspect .NET/Unity types via reflection: get type info, search types, get member details, and invoke static methodsbatch_execute— Execute multiple MCP tool calls in a single request.
Assets
Section titled “Assets”Asset file operations and prefab management
manage_assets— Manage Unity project assets: get detailed info, create folders, delete, move, rename, duplicate assets, and import external files.manage_prefabs— Manage Unity Prefabs: create from GameObject, apply/revert instance overrides, unpack prefab instances, save prefab assets, create variants, and get prefab info.
Packages
Section titled “Packages”Unity Package Manager: search/install packages from Unity Registry (official assets, Cinemachine, Input System, etc.)
manage_packages— Manage Unity packages: list installed, search Unity Registry, check Unity account login status, open My Assets.install_package— Install a Unity package from registry, Git, local path, or .unitypackage fileuninstall_package— Uninstall a Unity package from the project
SuperSave (meta tools)
Section titled “SuperSave (meta tools)”Browse categories and call tools when SuperSave mode hides the full list
execute— Execute any registered tool by name with its arguments object (args), returning that tool’s result.list_categories— List the Unity tool categories with the number of tools in each (e.g.list_tools— List the Unity tools in one category, one line each with a brief description.