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Reported issues for Unity-MCP

Pod holds 24 of 299 problems reported by people outside the maintainer team. Issues filed by the project's own owners, members and collaborators are excluded entirely — a maintainer's release checklist is not a warning to a prospective user.

Back to Unity-MCP.

Most discussed

Unity Editor button to open AI Game Developer window

Need to add somewhere in Unity Editor persistent small UI element that will open AI Game Developer button by clicking on it.

Read the thread · 2026-03-25 · closed · 19 comments

Failed to update to v0.69.0

Unity Version

2022.3

Compile Error Output

Library\PackageCache\com.ivanmurzak.unity.mcp@0.69.0\Editor\Scripts\API\Tool\Assets.Shader.GetData.cs(66,13): error CS0246: The type or namespace name 'ViewQuery' could not be found (are you missing a using directive or an assembly reference?) Library\PackageCache\com.ivanmurzak.unity.mcp@0.69.0\Editor\Scripts\API\Tool\Assets.GetData.cs(55,13): error CS0246: The type or namespace name 'ViewQuery' could not be found (are you missing a using directive

Read the thread · 2026-05-04 · closed · external user · 14 comments

Prompt - Camera screenshot

To make a prompt that makes screenshot using Main Camera in a scene and sends it as base64 content with image type to LLM using existed Prompt API

Read the thread · 2025-09-27 · closed · 12 comments

How do I add mcp to claudecode running on windows?

I can't find any relevant information online, does anyone know?

Read the thread · 2025-07-28 · closed · external user · 10 comments

The type or namespace name 'Immutable' does not exist in the namespace 'System.Collections'

Hello,

I'm installing your package following all the instructions, however in the last step after installing package, there are compilation errors in unity about not knowing 'Immutable' type.

Library/PackageCache/com.ivanmurzak.unity.mcp@f0176c4d3b41/Server/Common/Runner/Resource/Content/RunResourceContext.cs(4,26): error CS0234: The type or namespace name 'Immutable' does not exist in the namespace 'System.Collections' (are you missing an assembly reference?)

`Library/PackageCache/com.ivan

Read the thread · 2025-07-06 · closed · outside contributor · 10 comments

Update the start gif animation

Need to record similar short GIF animation with current UI window. Similar to this one:

sample

Read the thread · 2026-03-10 · closed · 9 comments

Error serializing UI hierarchy with TextMeshProUGUI using MCP tools

Unity-MCP: 0.35.2 Unity: 6000.3.1f1 (LTS) VS Code Insiders : 1.108.0-insider (user setup) Commit: 7f08f95ad54782bd242f5536470b330282197333 Date: 2025-12-19T14:09:25.917Z Electron: 39.2.7 ElectronBuildId: 12953945 Chromium: 142.0.7444.235 Node.js: 22.21.1 V8: 14.2.231.21-electron.0 OS: Windows_NT x64 10.0.19045

Description: When using the MCP unit tools to serialize GameObject hierarchies containing UI objects with TextMeshProUGUI components, multiple errors are logged. The errors indicate i

Read the thread · 2026-01-03 · closed · outside contributor · 9 comments

EntityID (64-bit) loses precision when passed as JSON number in gameobject-find tool

Environment

Unity version: 6 (with EntityID replacing instanceID since Unity 6.5+) MCP Tool: gameobject-find Tool Input Field: gameObjectRef.instanceID

Description

Since Unity 6.5, GameObject.GetInstanceID() was deprecated in favor of GameObject.GetEntityID(), which returns a 64-bit integer (long). The gameobject-find tool's input schema defines instanceID as UnityEngine.EntityId typed as "type": "integer" in JSON Schema, but JSON numbers are parsed as IEEE 754 double-precision floats (do

Read the thread · 2026-05-18 · closed · external user · 8 comments

Most recent

unity-mcp-cli derives the local port with ProjectIdentity v1 while the plugin uses v2 — status/wait-for-ready probe the wrong port on Windows

Summary

unity-mcp-cli derives the deterministic local port with the v1 ProjectIdentity algorithm, while the Unity plugin and setup-mcp use v2. On Windows the two disagree, because v1 does not normalise \ to /. Five CLI code paths therefore probe a port nothing is listening on.

The runtime path (agent ↔ broker ↔ Editor) is unaffected — only the CLI's own diagnostics and wait-for-ready are, which is probably why this has gone unnoticed.

Environment

Read the thread · 2026-08-28 · open · external user · 0 comments

tests-run: filter validation count ORs the fields Unity ANDs

I was reading #950 and went one level down into CountFilteredTests, since it is the second of the two fixes suggested there. It has a separate problem.

CountFilteredTests (Tests.Run.cs:317-377) sets matches = true if any one of assembly / namespace / class / method matches — an OR across the four parameters. CreateTestFilter maps those four onto three Unity fields (:213, :231, :234): assemblyNames, groupNames (namespace and class), testNames (method). `RuntimeTestRunnerFil

Read the thread · 2026-08-27 · open · external user · 0 comments

Extension packages don't carry the UNITY_MCP_DEPS_ gate, so a core upgrade still deadlocks the editor in Safe Mode

Summary

Upgrading com.ivanmurzak.unity.mcp 0.89.0 -> 0.90.0 put the editor into Safe Mode with 873 CS0246 errors. The core package's dependency-generation gate worked exactly as designed — but the seven extension packages gate on UNITY_MCP_READY only, so they compiled against the core assemblies that the gate had (correctly) skipped. The failed compile blocked the domain reload, which meant NuGetDependencyResolver's [InitializeOnLoad] never ran, which meant the define could neve

Read the thread · 2026-08-25 · closed · external user · 1 comment

tests-run: TotalTests ignores all filters (counts entire test tree)

tests-run reports TotalTests as the size of the entire test tree for the given testMode, ignoring testAssembly / testNamespace / testClass / testMethod. PassedTests / FailedTests / SkippedTests count only executed tests, so the summary is internally inconsistent whenever a filter is set.

Repro

Unity 6000.3.5f1, com.ivanmurzak.unity.mcp 0.87.0. Project has 941 tests in EditModeTests.dll.

tests-run { testMode: EditMode, testAssembly: "EditModeTests", testClass: "S

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/950) · 2026-08-13 · open · external user · 2 comments

### Invalid API Response: The provider returned an empty or unparsable response

Cline (gpt 5.6) wanted to execute:
```bash
cd /Projects/my-sample || exit 1
printf '%s\n' '=== ACTIVE TEST RUN LOG ==='
grep -nE '65232f7a-2748-424e-83b3-a16e9b28905f|\[TestRunner\]|RunStarted|RunFinished|Test run' Logs/Editor.log | tail -n 180
printf '%s\n' '=== TEST ASSEMBLY TIMESTAMPS ==='
stat -f '%Sm %N' -t '%Y-%m-%d %H:%M:%S' \
  Library/ScriptAssemblies/my-sample.Gameplay.dll \
  Library/ScriptAssemblies/my-sample.ServerDomain.dll \
  Library/ScriptAssemblies/my-sample.ServerDomain.Tests.

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/949) · 2026-08-08 · closed · external user · 1 comment

### tests-run returns "after 10 retries" error while tests actually run — retry budget (~10s) is shorter than the domain reload it must survive (16-20s)

## Summary

`tests-run` frequently returns `isError: true` with

Invoke 'RunCallTool': Failed to invoke 'com.IvanMurzak.McpPlugin.Common.Model.RequestCallTool' after 10 retries.


while the tests **actually run to completion in Unity**. The AI agent sees a failure, retries, and the tests run a second time — or worse, the agent reports the tool as broken.

Root cause: entering the EditMode test context triggers a Unity **domain reload**, which drops the plugin's SignalR connection to the s

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/945) · 2026-08-01 · closed · external user · 1 comment

### Unity June 30, 2026 ToS: evidence of Authorized Agentic Access?

We are evaluating release 0.86.1 for a commercial Windows PC project using Unity 6.3 LTS.

Unity's Terms of Service, last updated June 30, 2026, define "Authorized Agentic Access" and Sections 17.2(ff) and 17.2(gg) restrict MCP/agent access and third-party integrations unless Unity has authorized the relevant gateway, agent/model, MCP client, MCP server, and integration.

Could the maintainers please link to verifiable Unity authorization that covers the current release, specifically:

- package

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/930) · 2026-07-22 · closed · external user · 1 comment

### fix(cli): Cloud run-tool must read the machine-store credential, not the removed cloudToken (defect E / D11)

## Summary
Post-T9 the Unity plugin no longer writes `cloudToken` into `UserSettings/AI-Game-Developer-Config.json`, but the CLI's `run-tool` connection resolver still reads `config.cloudToken` for the Cloud-mode Bearer token. As a result, cloud tool calls go out with **no auth** (a unit test currently asserts this bug). Resolve by reading the shared machine credential store (`@baizor/gamedev-cli-core` `MachineCredentialStore`, `~/.ai-game-dev/credentials.json`) instead, and fail with an actiona

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/924) · 2026-07-21 · closed · 0 comments

### docs: sync Unity/CLI/Installer READMEs with shipped OAuth login, pinned setup-mcp, and current auth vocabulary

## Summary
The public-facing READMEs (root `README.md`, `cli/README.md`, and the Installer `README.md`) drifted from shipped behavior after the CLI OAuth-login migration and the `cloudToken` cleanup. This updates them to describe the current OAuth device-flow login, path-optional `install-plugin`, pinned `setup-mcp`, and the current `none` / `oauth` / `token` auth vocabulary — and regenerates the Installer README from root (it listed 3 extensions instead of 10 and lacked the Uninstall section).

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/910) · 2026-07-19 · closed · 0 comments

### Remove the legacy cloudToken UserSettings mirror — machine store is the single credential source

## Summary

The Unity plugin used to mirror the Cloud access token into a `cloudToken` field in
`UserSettings/AI-Game-Developer-Config.json`, in addition to persisting it in the shared machine
credential store (`~/.ai-game-dev/credentials.json`). Now that the shared machine store is the
canonical credential source, this legacy mirror is redundant and should be removed so there is a
single source of truth for the Cloud credential.

## Context

- On Cloud device-flow authorization, `MainWindowEdit

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/908) · 2026-07-19 · closed · 0 comments

### unity-mcp-cli → @baizor/gamedev-cli-core: OAuth login (T1), pinned setup-mcp (T4), optional install-plugin path (T5)

## Summary

Make `unity-mcp-cli` a thin wrapper over the shared `@baizor/gamedev-cli-core` package — the first consumer of the adapter pattern — delivering the auth-fixes CLI seams for Unity:

- **T1 — OAuth login (closes B2/B3):** `login` now runs the OAuth 2.1 device-authorization grant (RFC 8628; client_id `unity-mcp-cli`, scope `mcp:plugin`) via cli-core and stores the FULL credential set (accessToken, refreshToken, expiresAt, serverTarget, subject) in the shared machine credential store. No

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/906) · 2026-07-18 · closed · 0 comments

### feat(auth): Unity plugin dual-hash instance metadata + B10 port derivation (auth-fixes d1)

## Summary

Land the Unity-plugin share of auth-fixes task **d1**: the editor's hub instance-metadata handshake now sends the **v2 project-path hash AND the legacy v1 hash** (dual-hash transition), and the deterministic local-port derivation stops hashing the raw, untrimmed `Environment.CurrentDirectory` (defect **B10**) — it now uses the shared `ProjectIdentity` v2 normalization so the port stays in lock-step with the routing pin.

## Context

Part of the `auth-fixes` design (Wave 2). Per k1's 

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/904) · 2026-07-18 · closed · 0 comments

### MCP server "already Running" / "Failed to start after updating binary"; concurrent editors adopt each other's server PID

## Summary
Two related bugs in the public plugin's server lifecycle produce the user-visible errors **"MCP server is already Running"** and **"Failed to start MCP server after updating binary"**:

- **Fix A — version-aware server restart.** `DownloadAndUnpackBinary` publishes a new server binary and calls `StartServer()` with no stop-first orchestration. `StartServer` no-ops when the status machine is latched `Running`/`Starting`/`Stopping`, and a running server keeps its file locks over the del

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/902) · 2026-07-17 · closed · 0 comments

### mcp-authorize i2: stabilize LocalToken and rewrite client configs on token change (fix 401)

> **DISPATCH NOTE (orchestrator → implementer) — read this first.** You ARE the assigned implementer
> for this task, dispatched by the mcp-authorize Wave 6 orchestrator via an `implement-task` run.
> The design ROADMAP (`.claude/design/mcp-authorize/ROADMAP.md`) marks this task **🔵 in progress**
> with a "launcher bg" handle — **that marker IS your own dispatch, not a competing or second flow.**
> There is NO other live implementer for this task; the board lock is the orchestrator recording tha

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/897) · 2026-07-16 · closed · 0 comments

### mcp-authorize g5/g6: complete local self-hosted auth on the Unity plugin (none/oauth/token)

## Summary
Complete the LOCAL self-hosted MCP auth migration on the Unity plugin. Toggling the in-editor "AI Game Developer" window's Authorization to the retired `required` value crashes the local `gamedev-mcp-server` on boot (`McpStrategyFactory: Unsupported auth option: required` — that strategy was deleted in McpPlugin b5). The server behaviour is correct (fail-closed); the plugin never got the local-launch half of the d1/e1/f1 auth migration. Finish it: UI → none/oauth/token, launch args vi

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/894) · 2026-07-16 · closed · 0 comments

### new "generated configuration" for mcp server breaks custom connections from claude and codex

The new generated config for mcp on a local custom setup breaks the mcp connection to the server. in the config it adds an api path to the end of the server(i.e./p/randomcharsandnumbers) This results in a response: 404 (POST /p/randomcharsandnumbers) inside the unity console. As soon as I removed that portion from both mcp connections the connection was restored. I am using version 0.84.0 freshly updated about 20 minutes ago and unity 6.5

[Read the thread](https://github.com/IvanMurzak/Unity-MCP/issues/892) · 2026-07-15 · closed · external user · 2 comments

The remaining reports are on [the project's issue tracker](https://github.com/IvanMurzak/Unity-MCP/issues).