UniCortex.Cli 0.1.32

dotnet tool install --global UniCortex.Cli --version 0.1.32
                    
This package contains a .NET tool you can call from the shell/command line.
dotnet new tool-manifest
                    
if you are setting up this repo
dotnet tool install --local UniCortex.Cli --version 0.1.32
                    
This package contains a .NET tool you can call from the shell/command line.
#tool dotnet:?package=UniCortex.Cli&version=0.1.32
                    
nuke :add-package UniCortex.Cli --version 0.1.32
                    

UniCortex

This project is still under active development. The API and command structure may change without notice.

A toolkit for controlling Unity Editor externally via REST API, MCP (Model Context Protocol), and CLI.

UniCortex can be used in two ways:

  1. As an MCP server for AI agents such as Claude Code or Codex CLI
  2. As a CLI tool for direct terminal-based control

In both cases, you must install the UniCortex Unity package into the target Unity project first.

Requirements

  • Unity 2022.3 or later
  • .NET 10 SDK (for MCP server and CLI)

Installation

Add via Unity Package Manager using a Git URL:

  1. Open Package Manager
  2. Click the + button
  3. Select "Add package from git URL"
  4. Enter the following URL:
https://github.com/VeyronSakai/UniCortex.git

Use UniCortex as an MCP Server

Use this mode when you want an MCP client to call Unity operations as tools. The UniCortex Unity package must be installed in the target Unity project.

MCP Server Setup

Add the following MCP server configuration to your MCP client's settings file (e.g., .mcp.json, claude_desktop_config.json, etc.). Refer to your client's documentation for the exact configuration location.

{
  "mcpServers": {
    "Unity": {
      "type": "stdio",
      "command": "bash",
      "args": ["-c", "dotnet run --project ${UNICORTEX_PROJECT_PATH}/Library/PackageCache/com.veyron-sakai.uni-cortex@*/Tools~/UniCortex.Mcp/"],
      "env": {
        "UNICORTEX_PROJECT_PATH": "/path/to/your/unity/project"
      }
    }
  }
}

Replace /path/to/your/unity/project with the absolute path of your Unity project. After saving the configuration, restart the client to apply the changes.

The MCP server reads the port number from Library/UniCortex/config.json (written automatically when Unity Editor starts) and connects to the HTTP server.

No pre-build or tool installation is required. The MCP server is built and started automatically via dotnet run.

Alternatively, you can specify the URL directly via the UNICORTEX_URL environment variable (takes priority over UNICORTEX_PROJECT_PATH):

{
  "mcpServers": {
    "Unity": {
      "type": "stdio",
      "command": "bash",
      "args": ["-c", "dotnet run --project ${UNICORTEX_PROJECT_PATH}/Library/PackageCache/com.veyron-sakai.uni-cortex@*/Tools~/UniCortex.Mcp/"],
      "env": {
        "UNICORTEX_PROJECT_PATH": "/path/to/your/unity/project",
        "UNICORTEX_URL": "http://localhost:12345"
      }
    }
  }
}

Available MCP Tools

The MCP server exposes the following built-in tools.

Editor Control
Tool Description
ping_editor Check connectivity with the Unity Editor
enter_play_mode Start Play Mode
exit_play_mode Stop Play Mode
get_editor_status Get the current state of the Unity Editor (play mode, paused)
pause_editor Pause the Unity Editor. Use with step_editor for frame-by-frame control
unpause_editor Unpause the Unity Editor
step_editor Advance the Unity Editor by one frame while paused
reload_domain Request script recompilation (domain reload)
undo Undo the last operation
redo Redo an undone operation
save Save the currently active stage (Scene, Prefab, Timeline, etc.)
Scene
Tool Description
create_scene Create a new empty scene and save it at the specified asset path
open_scene Open a scene by path
get_hierarchy Get the GameObject hierarchy tree of the current scene or Prefab
GameObject
Tool Description
find_game_objects Search GameObjects by name, tag, component type, instanceId, layer, path, or state
create_game_object Create a new empty GameObject
delete_game_object Delete a GameObject (supports Undo)
modify_game_object Modify name, active state, tag, layer, or parent
Component
Tool Description
add_component Add a component to a GameObject
remove_component Remove a component from a GameObject
get_component_properties Get serialized properties of a component
set_component_property Set a serialized property on a component

Component type arguments are supplied as a fully-qualified type name plus the defining assembly name (e.g. UnityEngine.Rigidbody + UnityEngine.PhysicsModule).

ScriptableObject
Tool Description
create_scriptable_object Create a new ScriptableObject .asset file from a type name
get_scriptable_object_properties Get serialized properties of an existing .asset file
set_scriptable_object_property Set a serialized property on an existing .asset file

create_scriptable_object takes the ScriptableObject subclass name plus the defining assembly name (e.g. MyNamespace.MyData + Assembly-CSharp). Property paths and value formats match set_component_property.

Prefab
Tool Description
create_prefab Save a scene GameObject as a Prefab asset
instantiate_prefab Instantiate a Prefab into the scene
open_prefab Open a Prefab asset in Prefab Mode for editing
close_prefab Close Prefab Mode and return to the main stage
Asset
Tool Description
refresh_asset_database Refresh the Unity Asset Database
Project Window
Tool Description
select_project_window_asset Select an asset in the Project Window, focus the window, and ping it
Console
Tool Description
get_console_logs Get console log entries from the Unity Editor
clear_console_logs Clear all console logs
Test
Tool Description
run_tests Run Unity Test Runner tests and return results
Tool Description
execute_menu_item Execute a Unity Editor menu item by path
Screenshot
Tool Description
capture_screenshot Capture a screenshot of the current Unity rendering output (Play Mode only)
View
Tool Description
focus_scene_view Switch focus to the Scene View window
focus_game_view Switch focus to the Game View window
get_game_view_size Get the current Game View size (width and height in pixels)
get_game_view_size_list Get the list of available Game View sizes (built-in and custom)
set_game_view_size Set the Game View resolution by index from the size list
Recorder
Tool Description
get_all_recorders Get the list of all configured recorders and their settings (requires com.unity.recorder)
add_movie_recorder Add a Movie recorder to the list with name, output path, encoder, quality, audio capture (requires com.unity.recorder)
remove_movie_recorder Remove a Movie recorder from the list by index (requires com.unity.recorder)
start_movie_recorder Start recording with the specified Movie recorder (Play Mode only, requires com.unity.recorder)
stop_movie_recorder Stop recording and save the video file (requires com.unity.recorder)
Input
Tool Description
send_key_event Send a keyboard event via Input System in Play Mode (requires com.unity.inputsystem)
send_mouse_event Send a mouse event via Input System in Play Mode (requires com.unity.inputsystem). Supports press, release, and move for drag simulation
Timeline
Tool Description
create_timeline Create a new TimelineAsset (.playable file) at the specified asset path (requires com.unity.timeline)
add_timeline_track Add a track to a TimelineAsset (requires com.unity.timeline)
remove_timeline_track Remove a track from a TimelineAsset by index (requires com.unity.timeline)
bind_timeline_track Set the binding of a Timeline track on a PlayableDirector (requires com.unity.timeline)
add_timeline_clip Add a default clip to a Timeline track (requires com.unity.timeline)
remove_timeline_clip Remove a clip from a Timeline track by index (requires com.unity.timeline)
play_timeline Start playback of a Timeline on a PlayableDirector (requires com.unity.timeline)
stop_timeline Stop playback of a Timeline on a PlayableDirector and reset to the beginning (requires com.unity.timeline)
Extensions

User-defined extensions in your Unity project are automatically discovered and exposed alongside the built-in tools. See Extension for details.

Use UniCortex as a CLI Tool

Use this mode when you want to control Unity Editor directly from a terminal. As with the MCP server, the UniCortex Unity package must be installed in the target Unity project, and the Unity Editor must be open with the package loaded.

Connection settings

The CLI resolves the Unity Editor endpoint in the following order:

  1. If UNICORTEX_URL is set, the CLI connects directly to that URL.
  2. Otherwise, it uses UNICORTEX_PROJECT_PATH to read Library/UniCortex/config.json, which is written when the Unity Editor starts.
  3. If neither is set, the CLI exits with an error.

Choose how to run the CLI

Choose one of the following options depending on how you want to invoke the CLI.

Whichever option you choose, make sure the CLI version matches the UniCortex package version installed in the Unity project. Running via dotnet run --project from Library/PackageCache naturally uses the same package version.

Option 1: Run commands with dotnet run --project
export UNICORTEX_PROJECT_PATH="/path/to/your/unity/project"
export UNICORTEX_CLI_PROJECT=$(echo "${UNICORTEX_PROJECT_PATH}"/Library/PackageCache/com.veyron-sakai.uni-cortex@*/Tools~/UniCortex.Cli)

dotnet run --project "$UNICORTEX_CLI_PROJECT" -- editor ping
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- scene hierarchy
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- gameobject find "t:Camera"
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- component property list 1234 UnityEngine.Transform UnityEngine.CoreModule
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- test run --test-mode EditMode
Option 2: Install as a dotnet local tool

Install UniCortex.Cli from NuGet.org as a local tool.

dotnet new tool-manifest
dotnet tool install --local UniCortex.Cli

dotnet tool run unicortex -- editor ping
dotnet tool run unicortex -- scene hierarchy

If the tool is already installed, run dotnet tool update --local UniCortex.Cli instead.

If you share the tool manifest with your team, run dotnet tool restore before the first dotnet tool run ... so the manifest-defined tools are installed locally.

Option 3: Install as a dotnet global tool

Install UniCortex.Cli globally when you want to invoke unicortex directly from your shell.

dotnet tool install --global UniCortex.Cli

unicortex editor ping
unicortex scene hierarchy

If the tool is already installed, run dotnet tool update --global UniCortex.Cli instead.

Argument and output conventions

  • Required parameters are positional arguments, for example scene open Assets/Scenes/Main.unity.
  • Optional parameters with defaults become named options, for example gameobject modify 1234 --name CameraRig --active-self true.
  • Read/query commands usually print JSON, such as scene hierarchy, gameobject find, component property list, and recorder all list.
  • State-changing commands usually print a short status message, such as editor play, scene open, component add, and timeline track bind.
  • screenshot capture writes a file to the path you pass, and recorder commands create media files in the configured output path.

Available CLI Commands

editor
Command Description
editor ping Check connectivity with the Unity Editor.
editor play Start Play Mode in the Unity Editor.
editor stop Stop Play Mode in the Unity Editor.
editor status Show the current play/paused state.
editor pause Pause the Unity Editor.
editor unpause Unpause the Unity Editor.
editor step Advance the Unity Editor by one frame while paused.
editor undo Perform Undo.
editor redo Perform Redo.
editor save Save the active stage.
editor reload-domain Request script recompilation.
scene
Command Description
scene create Create a new empty scene at the specified asset path.
scene open Open a scene by asset path.
scene hierarchy Print the current scene hierarchy as JSON.
gameobject
Command Description
gameobject find Search GameObjects by Unity Search query.
gameobject create Create a new empty GameObject with the specified name.
gameobject delete Delete a GameObject by instanceId.
gameobject modify Rename, reparent, or change active state, tag, or layer.
component
Command Description
component add Add a component to a GameObject.
component remove Remove a component from a GameObject.
component property list Print serialized component properties as JSON.
component property set Set a serialized property by path.

Component commands accept the fully-qualified component type name plus the defining assembly name (e.g. UnityEngine.Rigidbody UnityEngine.PhysicsModule).

scriptable-object
Command Description
scriptable-object create Create a new ScriptableObject .asset file at the specified path.
scriptable-object property list Print serialized properties of an existing .asset file as JSON.
scriptable-object property set Set a serialized property on an existing .asset file by path.

scriptable-object create accepts the fully-qualified ScriptableObject subclass name plus the defining assembly name (e.g. MyNamespace.MyData Assembly-CSharp).

prefab
Command Description
prefab create Save a scene GameObject as a Prefab asset.
prefab instantiate Instantiate a Prefab into the current scene.
prefab open Open a Prefab in Prefab Mode.
prefab close Close Prefab Mode and return to the main stage.
test
Command Description
test run Run Unity Test Runner tests. Supports filters such as --test-mode, --test-names, --group-names, --category-names, and --assembly-names.
console
Command Description
console logs Read Unity Editor console logs.
console clear Clear Unity Editor console logs.
asset, project-window, menu, screenshot
Command Description
asset refresh Refresh the Unity Asset Database.
project-window select Select and ping an asset in the Project Window.
menu execute Execute a Unity menu item by path.
screenshot capture Capture a PNG screenshot. Play Mode only.
scene-view, game-view, game-view size
Command Description
scene-view focus Focus the Scene View window.
game-view focus Focus the Game View window.
game-view size get Show the current Game View size.
game-view size list List available Game View sizes.
game-view size set Set the Game View size by index.
input
Command Description
input send-key Send an Input System key event. Requires com.unity.inputsystem; Play Mode only.
input send-mouse Send an Input System mouse event. Requires com.unity.inputsystem; Play Mode only.
recorder all, recorder movie
Command Description
recorder all list List configured recorders. Requires com.unity.recorder.
recorder movie add Add a Movie recorder. Requires com.unity.recorder.
recorder movie remove Remove a Movie recorder by index. Requires com.unity.recorder.
recorder movie start Start movie recording. Play Mode only; requires com.unity.recorder.
recorder movie stop Stop movie recording and save the output file.
timeline, timeline track, timeline clip
Command Description
timeline create Create a Timeline asset. Requires com.unity.timeline.
timeline play Start Timeline playback on a PlayableDirector. Requires com.unity.timeline.
timeline stop Stop Timeline playback and reset to the beginning. Requires com.unity.timeline.
timeline track add Add a Timeline track. Requires com.unity.timeline.
timeline track remove Remove a Timeline track by index. Requires com.unity.timeline.
timeline track bind Bind a Timeline track to a target object. Requires com.unity.timeline.
timeline clip add Add a clip to a Timeline track. Requires com.unity.timeline.
timeline clip remove Remove a clip from a Timeline track. Requires com.unity.timeline.
extension
Command Description
extension list List registered extensions from the Unity project.
extension execute Execute an extension by name, optionally passing JSON through --arguments.

Representative workflows

# Find cameras and inspect a component
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- gameobject find "t:Camera"
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- component property list 1234 UnityEngine.Transform UnityEngine.CoreModule

# Rename and reparent a GameObject
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- gameobject modify 1234 --name CameraRig --parent-instance-id 5678

# Set a serialized property
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- component property set 1234 UnityEngine.Transform UnityEngine.CoreModule m_LocalPosition.x 1.5

# Create and edit a ScriptableObject .asset
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- scriptable-object create MyNamespace.MyData Assembly-CSharp Assets/Data/MyData.asset
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- scriptable-object property set Assets/Data/MyData.asset m_Speed 1.5

# Capture a screenshot
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- screenshot capture ./Artifacts/gameview.png

# Discover and run a custom extension
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- extension list
dotnet run --project "$UNICORTEX_CLI_PROJECT" -- extension execute count_gameobjects --arguments '{"nameFilter":"Camera"}'

Extension

You can define extensions in your Unity project by creating Editor-only C# classes that inherit from ExtensionHandler. They are automatically discovered via TypeCache and exposed as MCP tools and CLI commands.

#if UNITY_EDITOR
using UniCortex.Editor.Handlers.Extension;
using UnityEngine;

public class CountGameObjects : ExtensionHandler
{
    public override string Name => "count_gameobjects";
    public override string Description => "Count GameObjects in the current scene.";
    public override bool ReadOnly => true;

    public override ExtensionSchema InputSchema => new ExtensionSchema(
        new ExtensionProperty("nameFilter", ExtensionPropertyType.String,
            "Only count GameObjects whose name contains this string.")
    );

    public override string Execute(string argumentsJson)
    {
        // Runs on the Unity main thread — safe to call Unity APIs
        var filter = "";
        if (!string.IsNullOrEmpty(argumentsJson))
        {
            var args = JsonUtility.FromJson<Args>(argumentsJson);
            if (!string.IsNullOrEmpty(args.nameFilter))
                filter = args.nameFilter;
        }

        var allObjects = Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None);
        var count = 0;
        foreach (var obj in allObjects)
        {
            if (string.IsNullOrEmpty(filter) || obj.name.Contains(filter))
                count++;
        }

        return $"Found {count} GameObject(s).";
    }

    [System.Serializable]
    private class Args
    {
        public string nameFilter;
    }
}
#endif

API Reference

Class Description
ExtensionHandler Abstract base class. Override Name, Description, InputSchema, and Execute()
ExtensionSchema Defines the input parameter schema via ExtensionProperty array
ExtensionProperty Defines a single parameter: name, type, description, and whether it is required
ExtensionPropertyType Parameter types: String, Number, Integer, Boolean

After adding or removing extensions, restart the MCP client (e.g., Claude Code) to refresh the tool list.

Architecture

graph LR
    Agent["AI Agent"]
    MCP["UniCortex.Mcp<br/>.NET 10"]
    CLI["UniCortex.Cli<br/>.NET 10"]
    Unity["Unity Editor<br/>HTTP Server"]

    Agent -- "MCP / stdio" --> MCP
    Agent -- "CLI" --> CLI
    MCP -- "HTTP" --> Unity
    CLI -- "HTTP" --> Unity
  • Unity Editor side: C# HttpListener HTTP server embedded in the Editor
  • Shared Core: UniCortex.Core — service layer and HTTP infrastructure shared by MCP and CLI
  • MCP Server: UniCortex.Mcp — .NET 10 + Model Context Protocol C# SDK
  • CLI Tool: UniCortex.Cli — .NET 10 + ConsoleAppFramework
  • UPM Package: com.veyron-sakai.uni-cortex

Documentation

Contributing

When developing this package locally:

# Build all projects
dotnet build Tools~/UniCortex.Core/
dotnet build Tools~/UniCortex.Mcp/
dotnet build Tools~/UniCortex.Cli/

# Run tests
UNICORTEX_PROJECT_PATH=$(pwd)/Samples~ dotnet test Tools~/UniCortex.Core.Test/

# Run MCP server
dotnet run --project Tools~/UniCortex.Mcp/

# Run CLI
dotnet run --project Tools~/UniCortex.Cli/ -- editor ping

License

MIT License - LICENSE.txt

Product Compatible and additional computed target framework versions.
.NET net10.0 is compatible.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

Version Downloads Last Updated
0.1.32 92 6/1/2026
0.1.31 104 4/20/2026
0.1.30 100 4/18/2026