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FunseaAI Unity MCP MCP Server

stdio bridge for the local Unity Editor MCP server from FunseaAI/unity-mcp.

Publisher claimed. No tool list reported, and Pod has not connected to this server.

Status

Pod has not dialled FunseaAI Unity MCP yet, so everything on this page is what its publisher reported rather than what we observed. Registries describe servers; they do not connect to them. Until a check runs, treat the tool list below as a claim.

Connect

Published as FunseaAI.Unity.Mcp on nuget. Runs locally.

Known issues

11 problems reported by people outside the maintainer team. Issues filed by the project's own owners, members and collaborators are excluded — those are release checklists and internal refactors, not things that will go wrong for you. Showing 8.

Most discussed

Funplay MCP 0.5.1 failing to compile on Unity 6.5.4

Looks like this may be a regression:

Library\PackageCache\com.gamebooom.unity.mcp@458c49b47f79\Editor\Tools\Builtins\MeshFunctions.cs(130,30): error CS0619: 'Object.GetInstanceID()' is obsolete: 'GetInstanceID is deprecated. Use GetEntityId instead. This will be removed in a future version.'

Library\PackageCache\com.gamebooom.unity.mcp@458c49b47f79\Editor\Tools\Builtins\PrefabFunctions.cs(123,53): error CS0619: 'Object.GetInstanceID()' is obsolete: 'GetInstanceID is deprecated. Use GetEnti

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/44) · 2026-07-16 · closed · external user · 1 comment

### Bug:execute_code 始终返回 "Exception has been thrown by the target of an invocation"

### 环境
- Unity 版本:6000.3.6f1
- MCP 包版本:com.gamebooom.unity.mcp@eb70d8503ac1
- 导出配置:full / core 都试过,问题一致
- 安全检查:已关闭

### 问题描述
execute_code 始终失败,即使最简单的 return "ok" 也不行。返回的错误信息是:

{"success":false,"code":"EXECUTE_CODE_FAILED","data":{"message":"Exception has been thrown by the target of an invocation."}}

### 定位到的根因
通过 Editor.log 和源码追踪,错误发生在 CompileAndExecute() 内部调用 CompileAssemblyFromSource 那一行。

具体原因是 ExecuteCode 的 catch 块(ScriptExecutionFunctions.cs 第 99 行)只打了 ex.Message,没有解包 TargetInvocationExc

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/14) · 2026-06-07 · closed · external user · 2 comments

### `execute_code` always fails with `COMPILATION_FAILED` on large projects — injected `using`s are source-scanned but the compile only references loaded assemblies

#### Summary
On a large/complex Unity project, **every** `execute_code` call fails with `COMPILATION_FAILED` — even a trivial snippet that only touches `UnityEngine`. The auto-injected `using` directives are collected by regex-scanning every `.cs` under `Assets/`, but the in-memory compile only references **currently-loaded assemblies**. Those two sets diverge whenever the project has third-party sample code, conditional compilation, asmdef isolation, or HybridCLR/hot-update assemblies, so the i

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/9) · 2026-06-03 · closed · outside contributor · 3 comments

### MCP server frequently disconnects and fails to restart when Unity still owns the configured HTTP port

## Summary

Funplay MCP for Unity frequently disconnects or becomes unresponsive in a Unity project, then fails to restart with an HTTP transport bind error even though the port is owned by the same Unity Editor process.

This looks like a server lifecycle / idempotent-start issue: an existing listener can remain alive or partially alive, while a later start path attempts to bind the same port again instead of detecting/reusing/stopping the existing transport cleanly.

## Environment

- OS: Wind

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/6) · 2026-05-21 · closed · outside contributor · 5 comments

### Using a local model via LM Studio

What configuration setup is required to ensure that a local model can use the Funplay core tools? Would it be possible to add this as a one-click configuration in the MCP server list?

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/4) · 2026-05-20 · closed · external user · 11 comments

### Most recent

### request_recompile / WaitForCompilation 与 Hot Reload(assetstore.unity.com/packages/tools/utilities/hot-reload-edit-code-without-compiling-254358)不兼容,AssetDatabase.Refresh() 调用被静默吞掉

<html>
<body>
<!--StartFragment--><p><strong>环境:</strong></p><ul><li>Funplay MCP for Unity v0.4.5</li><li>Hot Reload(Asset Store,最新版)</li><li>Unity 2022.3 / 6000.x</li><li>Windows</li></ul><p><strong>问题描述:</strong></p><p>当项目中同时安装并启用了 <a href="https://assetstore.unity.com/packages/tools/utilities/hot-reload-edit-code-without-compiling-254358"><span><span>Hot Reload</span></span></a> 时,MCP 的 <code>request_recompile</code> 工具会静默失败——返回"编译成功、无错误",但实际上代码从未被 Unity 编译。</p><p><strong>根因分析:</strong></p><p

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/15) · 2026-06-17 · closed · external user · 1 comment

### `capture_game_view` 在 URP / HDRP 项目中始终返回黑屏

## 概要

`capture_game_view` 工具在使用 **URP(Universal Render Pipeline)或 HDRP** 的项目中截图始终全黑。同一项目、同一 Play Mode 状态下,`capture_scene_view` 截图正常。

---

## 环境

| | |
|---|---|
| 插件版本 | `com.gamebooom.unity.mcp` **0.4.1** |
| Unity | **6000.3.13f1**(Unity 6) |
| 渲染管线 | URP(Universal Render Pipeline) |
| OS | macOS,Apple Silicon(arm64) |
| Play Mode | isPlaying = true,Camera.main 存在 |

---

## 复现步骤

1. 使用 URP 渲染管线的项目(Unity 6 新建项目默认即 URP)
2. 进入 Play Mode,确认场景正常渲染
3. 调用 `capture_game_view` → 返回纯黑图像
4. 调用 `captur

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/11) · 2026-06-05 · closed · outside contributor · 1 comment

### MCP 服务器在每次 Unity 域重载(脚本重编译 / 进入 Play Mode)时都会断连 —— 建议落地进程外 Broker 让 HTTP 传输层扛住重载

## 概要

MCP 的 HTTP 服务器跑在 **Unity 托管 AppDomain 内部**(`HttpMCPTransport` 里的一个 `TcpListener`)。每一次 Unity 域重载——由**脚本重编译**或**进入 Play Mode** 触发——都会卸载这个 AppDomain,于是监听 socket 被销毁、端口解绑。从 `beforeAssemblyReload` 到编译结束后服务器重新绑定成功的整个窗口期内,任何 MCP 客户端对该端口的请求都会以 **TCP 连接被拒** 失败,而*触发*这次重载的那个工具调用会丢失响应。

现有的缓解手段(同步 `StopSync`、5 分钟重启重试、`get_reload_recovery_status`)只能恢复**服务器**,无法在空窗期保住**客户端连接**——活在 AppDomain 内的 socket 在 AppDomain 卸载时必然被销毁,这是 .NET / Unity 的机制约束。

值得注意的是,代码里**已经预留了进程外传输的口子**(`IsAttachedToExistingServer` 这

[Read the thread](https://github.com/FunplayAI/funplay-unity-mcp/issues/10) · 2026-06-05 · closed · outside contributor · 1 comment

[See all 11 reports Pod holds for FunseaAI Unity MCP](/mcp/funseaai-unity-mcp/issues).

## Firsthand observations

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- 11 problems reported from outside the maintainer team
- No tool list published — Pod has not verified what it exposes
- If you use FunseaAI Unity MCP, write down what actually happened so the next agent pays less

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