Release Unity Code MCP Server · March 2026
Unity Code MCP Server v0.2-preview Release Notes
The 0.2 release focuses on making your AI agent smarter out-of-the-box and giving you better tools directly inside the Unity Editor.
✨ What’s New for You?
The 0.2 release focuses on making your AI agent smarter out-of-the-box and giving you better tools directly inside the Unity Editor.
- Teach Your Agent, Once: Ship a built-in skill file (
executing-csharp-scripts-in-unity-editor) that codifies best practices for script execution, log reading, and test running. Install it into any AI agent workspace (Copilot, Claude, etc.) with a single click — no manual copy-paste. - Save Your Favourite Scripts: A new Favourite Scripts window lets you save, load, and run C# scripts directly from the Unity Editor. Build a personal library of automation scripts without relying on an AI agent for every repetitive task.
- Accurate Console Logs: The
read_unity_console_logstool now reads directly from the live Unity Console window instead of the on-disk log file. Logs are always scoped to the current project and delivered in tail order (oldest → newest), matching what you actually see in the Editor.
⚠️ Breaking Changes & Migration
This release has no breaking changes. All existing MCP client configurations remain valid.
🚀 Key Improvements
🧠 Skills System
SkillsInstaller: New installer class that copies bundled skill folders into any target directory. Files whose content is unchanged are skipped, so updates are always additive and safe to re-run.- Settings UI: The Settings inspector now includes a dedicated Skills section with preset quick-select buttons for common agent paths (
.github/skills/,.claude/skills/,.agents/skills/) and a Custom folder picker for any other location. SkillsTargetPathSetting: New field inUnityCodeMcpServerSettingsstores your chosen install path across sessions. Access via Tools > UnityCodeMcpServer > Show Settings.- Built-in Skill —
executing-csharp-scripts-in-unity-editor: A comprehensive Markdown skill document covering:- Which tool to use and when (
execute_csharp_script_in_unity_editor,read_unity_console_logs,run_unity_tests) - Core scripting rules (top-level statements, synchronous-only, idempotency)
- Forbidden anti-patterns (fake output, async, background threads)
- Common scripting patterns and a debugging loop
- Which tool to use and when (
🖥 Favourite Scripts Window (New Editor Tool)
- Menu: Tools > UnityCodeMcpServer > Favourite Scripts
- Save named C# scripts to a persistent JSON file (
.unityCodeMcpServer/favouriteScripts.json) at the project root. - Select a saved script from a dropdown, edit it inline, and run it immediately via
ScriptExecutionService— the same execution path used by the MCP tool. - Supports Save, Reload, Delete, and Run actions with a scrollable code editor area.
📋 Console Log Reading Fix
UnityConsoleLogReader: New shared helper that reads log entries directly from Unity’s internalConsoleWindow.ConsoleWindowReflectHelpervia reflection, replacing the previous on-disk log file approach.- Logs are now project-scoped — no cross-project contamination when multiple Unity instances are open.
- Entries are returned in tail order, consistent with how the Console window displays them.
- Both
ReadUnityConsoleLogsToolandUnityConsoleLogsResourcenow delegate to this single reader, eliminating duplicated logic.
🏗 Infrastructure & Testing
- Added
UnityConsoleLogReaderTestscovering tail selection, formatting, and error handling. - Added
SkillsInstallerTestscovering install, skip-unchanged, update, and error paths. ReadUnityConsoleLogsToolTestsupdated to reflect the new reader behaviour.