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<img src="https://raw.githubusercontent.com/aka-kika/unity-super-mcp/main/assets/logo.png" alt="Unity Super MCP" width="120" />
# Unity Super MCP
**One MCP server for Unity Gaming Services LiveOps, build-size analysis, and store compliance.**
[](LICENSE)
[](https://nodejs.org)
[](server.ts)
[](https://modelcontextprotocol.io)
[](https://unity.com/solutions/gaming-services)
<img src="https://raw.githubusercontent.com/aka-kika/unity-super-mcp/main/assets/demo.gif" alt="Unity Super MCP demo" width="700" />
</div>
An MCP server that gives an AI agent 15 tools over a Unity project: Unity Gaming Services LiveOps (Economy, Cloud Save, Cloud Code), build-size and bloat analysis, and store-compliance checks — one install instead of four.
> **Why this exists (read me first).** This was built in a single sitting to win a bet — whether an agent could usefully drive UGS end-to-end. This is the receipt. I build MCP servers and agent infrastructure; I am not a game developer and this is not a pivot into games. It's here as a demonstration of MCP tool design, not a maintained product.
Built entirely through a text-only chat with a mobile AI assistant (no file uploads, no IDE), then verified: the server type-checks clean and boots. Treat it as a reference implementation.
## Install
```bash
npx -y unity-super-mcp
```
<details>
<summary><b>Client config</b> — Claude / Cursor / Windsurf</summary>
```json
{
"mcpServers": {
"unity-super": {
"command": "npx",
"args": ["-y", "unity-super-mcp"],
"env": {
"UNITY_PROJECT_PATH": "/path/to/MyGame",
"UNITY_PROJECT_ID": "your-project-id",
"UNITY_SERVICE_KEY_ID": "your-key-id",
"UNITY_SERVICE_SECRET": "your-secret",
"UNITY_ENV_ID": "production"
}
}
}
}
```
</details>
No UGS credentials? Set only `UNITY_PROJECT_PATH` and you still get the 7 build/compliance tools. The UGS tools report "not configured" instead of failing.
## Tools
### 🎮 UGS LiveOps (8)
| Tool | What it does |
|---|---|
| `ugs_get_project_info` | Project + environment readout |
| `economy_list_catalog` | List currencies, items, purchases |
| `economy_create_currency` | Create a currency |
| `economy_create_item` | Create an inventory item |
| `economy_create_shop` | Create a shop with items and costs |
| `cloudsave_get_player_data` | Read a player's Cloud Save data |
| `cloudcode_list_modules` | List deployed Cloud Code modules |
| `cloudcode_deploy_module` | Deploy a Cloud Code module |
### 📦 Build & Ship (7)
| Tool | What it does |
|---|---|
| `super_health_check` | **Run this first** — fans the core checks out in parallel, returns a summary + next actions |
| `build_get_last_report` | Top largest assets, size by extension, total project size |
| `build_analyze_bloat` | Duplicates, oversized files, `Resources/` abuse, unoptimized textures |
| `build_fix_imports` | Generates a C# editor script for texture-import fixes (or edits `.meta` directly with `apply=true`) |
| `assets_find_orphans` | Unreferenced-asset heuristic |
| `build_check_compliance` | Android target SDK, iOS, StreamingAssets bloat |
## Notes
- `super_health_check` is the intended entry point: one call, whole-project readout.
- `assets_find_orphans` is heuristic — verify with `AssetDatabase.GetDependencies` before deleting anything.
- Requires Node 18+.
## License
MIT. Do what you like with it.