unity-mcp and godot-mcp-pro

unity-mcp
72
Verified
godot-mcp-pro
42
Emerging
Maintenance 25/25
Adoption 10/25
Maturity 16/25
Community 21/25
Maintenance 13/25
Adoption 5/25
Maturity 9/25
Community 15/25
Stars: 6,920
Forks: 831
Downloads:
Commits (30d): 315
Language: C#
License: MIT
Stars: 11
Forks: 4
Downloads:
Commits (30d): 0
Language: GDScript
License:
No Package No Dependents
No Package No Dependents

About unity-mcp

CoplayDev/unity-mcp

Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local MCP (Model Context Protocol) Client. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.

Implements a comprehensive Python-based MCP server using HTTP transport that operates locally within the Unity Editor, exposing 40+ tools across physics, animation, graphics, builds, and scene management alongside introspection resources like `unity_reflect` for live API inspection. The architecture supports multi-instance routing, async long-running operations with polling, batch execution for performance optimization, and integrates with popular LLM clients (Claude, Cursor, VS Code Copilot, Windsurf) through configurable connection protocols. Available as a Git-based package in the Unity Package Manager, Asset Store, and OpenUPM with Python 3.10+ and the `uv` package manager as runtime dependencies.

About godot-mcp-pro

youichi-uda/godot-mcp-pro

162 MCP tools for AI-powered Godot 4 development. Scene, animation, 3D, physics, particles, audio, shader, input simulation, runtime analysis, navigation, testing & more. $5 one-time.

Implements a Node.js MCP server that bridges AI assistants to Godot via WebSocket (port 6505), enabling real-time editor API access with JSON-RPC 2.0 and UndoRedo integration. Includes granular permission presets (conservative/permissive) to control tool execution, and a "Lite mode" (76 tools) for clients with tool limits. Targets Claude Code, Windsurf, and Cursor with full scene tree manipulation, runtime game inspection, input simulation, and batch property operations across editor and runtime contexts.

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