使用说明
Unity AI Tools Template
Template for AI MCP Tools for AI Game Developer (Unity-MCP). Use this template to create your custom MCP tools for Unity Engine in 30 minutes. Read more about custom MCP tools here.
This template repository is designed to be easily updated into a real Unity package. Please follow the instruction bellow, it will help you to go through the entire process of package creation, distribution and installing.
Steps to make your package
1️⃣ Click the button - create repository
2️⃣ Clone your new repository
3️⃣ Initialize Project
Use the initialization script to rename the package and replace all placeholders.
./commands/init.ps1 -PackageId "com.company.package" -PackageName "My Package" -GitHubRepository "user/repo"
# optional: -FeatureName "MyFeature" (C# identifier for the RQL module; default: the package name without spaces)
This script will:
- Rename directories and files.
- Replace
YOUR_PACKAGE_ID,YOUR_PACKAGE_NAME,YOUR_FEATURE_NAME, etc. in all files and folder names.
4️⃣ Update package.json
Open Unity-Package/Packages/YOUR_PACKAGE_ID_LOWERCASE/package.json and update:
descriptionauthorkeywordsunity(minimum supported Unity version)
- Generate Meta Files
To ensure all Unity meta files are correctly generated:
- Open Unity Hub.
- Add the
Installerfolder as a project. - Add the
Unity-Packagefolder as a project. - Open both projects in Unity Editor. This will generate the necessary
.metafiles.
5️⃣ Generate Meta Files
Using script
Open Unity project to generate .meta files.
On Mac and Linux:
./commands/open-all-projects-unix.sh
On Windows:
./commands/open-all-projects-windows.ps1
OR Manually
You may open the projects manually to achieve the same result.
- Open Unity Hub.
- Add the
Installerfolder as a project. - Add the
Unity-Packagefolder as a project. - Open both projects in Unity Editor. This will generate the necessary
.metafiles.
6️⃣ Teach AI agents your feature (RQL first)
AI Game Developer gives agents three generic tools: rql-query, rql-mutate and rql-schema
(RQL, a query language over the Unity scene, assets and
Editor). An extension does not add MCP tools for reading or editing data. It adds an RQL module that teaches RQL its
types, and a short guide that is rendered into the unity-rql skill agents read. The template ships a working example in
Unity-Package/Packages/YOUR_PACKAGE_ID_LOWERCASE/Editor/Scripts/Rql/ (replace it with your feature):
| File | What it shows |
|---|---|
YOUR_FEATURE_NAMEModule.cs |
IRqlModule (Order => 100), discovered automatically when the package is installed: registers the source, the adapter and ctx.AddGuide(topic, markdown) with example queries |
UnityEngine_Light_Adapter.cs |
RqlTypeAdapter<Light>: a virtual member (castsShadows) and a callable method (ScaleIntensity). One adapter per file, named after the full type name |
YOUR_FEATURE_NAMEEditorApi.cs |
the YOUR_FEATURE_NAME_LOWERCASE source: an [RqlCallable] operation without an owner object (YOUR_FEATURE_NAME_LOWERCASE | call CreateLight("Lamp", "Spot")) |
What to add, in this order:
- Nothing, if plain reflection is enough: public members of your components and assets are already readable and
writable (
objects | get components | where $ is MyComponent | set speed = 3). - An adapter (
RqlTypeAdapter<T>) to add virtual members and methods, hide or guard members, validate writes, or parse literals. API: type adapters. - A source (
ctx.AddSource) for operations that have no owner object yet (create, import), or functions (ctx.AddFunction) for read-only computations usable inrql-query. - A guide (
ctx.AddGuide): what agents need to know plus example queries. The testEveryGuideExampleRunsexecutes every example, so keep them runnable.
Name-clash rule: code in com.IvanMurzak.Unity.MCP.Editor.Rql.* resolves simple names against the enclosing namespaces
(other extensions add ...Rql.Animation, ...Rql.Terrains …) before the file's using directives. Declare aliases for the
Unity types you use inside the namespace block (using Light = UnityEngine.Light;), and do not name the feature namespace
after a Unity type you reference. init.ps1 -FeatureName sets the identifier (default: the package name without spaces).
Tests live in Tests/Editor/Rql/: a base class (fresh scene, RqlUnity.Reset(), Q() for queries, M() for mutations),
one test file per adapter / source, and module tests (discovery, the guide in Skill_Rql.Render(), every guide example,
one call through the MCP pipeline).
An MCP tool only for what RQL cannot express
Add a classic MCP tool only for binary output (images, files), long-running or asynchronous work (builds, bakes, imports that span frames), or calls to external processes. Decide where it runs:
- Editor (
Unity-Package/Packages/YOUR_PACKAGE_ID_LOWERCASE/Editor): Edit and Play Mode, Editor API, not in game builds. - Runtime (
Unity-Package/Packages/YOUR_PACKAGE_ID_LOWERCASE/Runtime): Edit and Play Mode and game builds, no Editor API.
Read detailed instructions about custom tool development here.
[AiToolType]
public partial class Tool_MyFeature
{
[AiTool("my-feature-bake", Title = "My Feature / Bake")]
[Description("Put here the tool description for LLM.")]
public Task<bool> Bake
(
[Description("Add description to the input property, help LLM better understand it.")]
string assetPath
)
{
// validate arguments here (any thread)
return MainThread.Instance.RunAsync(() =>
{
// Unity API calls here (main thread)
return true;
});
}
}
Optional steps
1. Version Management
To update the package version across all files (package.json, Installer.cs, etc.), use the bump version script:
.\commands\bump-version.ps1 -NewVersion "1.0.1"
2. Setup CI/CD
To enable automatic testing and deployment:
-
Configure GitHub Secrets Go to
Settings>Secrets and variables>Actions>New repository secretand add:UNITY_EMAIL: Your Unity account email.UNITY_PASSWORD: Your Unity account password.UNITY_LICENSE: Content of yourUnity_lic.ulffile.- Windows:
C:/ProgramData/Unity/Unity_lic.ulf - Mac:
/Library/Application Support/Unity/Unity_lic.ulf - Linux:
~/.local/share/unity3d/Unity/Unity_lic.ulf
- Windows:
-
Enable Workflows Rename the sample workflow files to enable them:
.github/workflows/release.yml-sample➡️.github/workflows/release.yml.github/workflows/test_pull_request.yml-sample➡️.github/workflows/test_pull_request.yml
-
Update Unity Version Open both
.ymlfiles and update theUNITY_VERSION(or similar variable) to match your project's Unity Editor version. -
Automatic Deployment The release workflow triggers automatically when you push to the
mainbranch with an incremented version inpackage.json.
3. Add files into Unity-Package/Packages/YOUR_PACKAGE_ID_LOWERCASE folder
Unity guidelines about organizing files into the package root directory
<root>
├── package.json
├── README.md
├── CHANGELOG.md
├── LICENSE.md
├── Third Party Notices.md
├── Editor
│ ├── [company-name].[package-name].Editor.asmdef
│ └── EditorExample.cs
├── Runtime
│ ├── [company-name].[package-name].asmdef
│ └── RuntimeExample.cs
├── Tests
│ ├── Editor
│ │ ├── [company-name].[package-name].Editor.Tests.asmdef
│ │ └── EditorExampleTest.cs
│ └── Runtime
│ ├── [company-name].[package-name].Tests.asmdef
│ └── RuntimeExampleTest.cs
├── Samples~
│ ├── SampleFolder1
│ ├── SampleFolder2
│ └── ...
└── Documentation~
└── [package-name].md
Final polishing
- Update the
README.mdfile (this file) with information about your package. - Copy the updated
README.mdtoPackages/YOUR_PACKAGE_ID_LOWERCASEas well.
⚠️ Everything outside of the
rootfolder won't be added to your package. But still could be used for testing or showcasing your package at your repository.
1. Deploy to any registry you like
- Deploy to OpenUPM (recommended)
- Deploy using GitHub
- Deploy to npmjs.com
2. Install your package into Unity Project
When your package is distributed, you can install it into any Unity project.
Don't install into the same Unity project, please use another one.
-
Open a command line at the root of Unity project (the folder which contains
Assets) -
Execute the command (for
OpenUPMhosted package)openupm add YOUR_PACKAGE_NAME