# Unity MCP Server MCP server

Agent View of the PolicyLayer registry record for Unity MCP Server: identity, probed posture, risk grade, and all 338 tools classified. HTML page: https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server

## Facts

- Server id: `anklebreaker-studio/unity-mcp-server`
- Homepage: https://github.com/AnkleBreaker-Studio/unity-mcp-server
- Registry record: grade F, identity unverified
- Lifecycle: active
- Rate-limited: no
- Tools: 338
- Tool categories present: Destructive, Execute, Financial, Read, Write
- Tags: anklebreaker studio unity mcp server, payments, admin, automation
- Record last modified: 2026-07-31T11:25:07.803Z

## Tools (338)

| Tool | Category | Risk | Record |
| --- | --- | --- | --- |
| `unity_amplify_remove_node` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-remove-node.md |
| `unity_animation_remove_curve` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-curve.md |
| `unity_animation_remove_event` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-event.md |
| `unity_animation_remove_keyframe` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-keyframe.md |
| `unity_animation_remove_layer` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-layer.md |
| `unity_animation_remove_parameter` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-parameter.md |
| `unity_animation_remove_state` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-state.md |
| `unity_animation_remove_transition` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-remove-transition.md |
| `unity_asset_delete` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-delete.md |
| `unity_component_remove` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-remove.md |
| `unity_console_clear` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-console-clear.md |
| `unity_editorprefs_delete` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editorprefs-delete.md |
| `unity_gameobject_delete` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-delete.md |
| `unity_input_remove_action` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-remove-action.md |
| `unity_input_remove_map` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-remove-map.md |
| `unity_navmesh_clear` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-clear.md |
| `unity_packages_remove` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-remove.md |
| `unity_playerprefs_delete` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-delete.md |
| `unity_playerprefs_delete_all` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-delete-all.md |
| `unity_prefab_remove_component` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-remove-component.md |
| `unity_prefab_remove_gameobject` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-remove-gameobject.md |
| `unity_probuilder_delete_faces` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-delete-faces.md |
| `unity_scene_new` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-new.md |
| `unity_shadergraph_remove_node` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-remove-node.md |
| `unity_spriteatlas_delete` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-delete.md |
| `unity_terrain_clear_detail` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-clear-detail.md |
| `unity_terrain_clear_trees` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-clear-trees.md |
| `unity_terrain_remove_layer` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-remove-layer.md |
| `unity_terrain_remove_tree_prototype` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-remove-tree-prototype.md |
| `unity_undo_clear` | Destructive | Critical | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-undo-clear.md |
| `unity_advanced_tool` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-advanced-tool.md |
| `unity_amplify_focus_node` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-focus-node.md |
| `unity_build` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-build.md |
| `unity_debugger_enable` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-debugger-enable.md |
| `unity_execute_code` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-execute-code.md |
| `unity_execute_menu_item` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-execute-menu-item.md |
| `unity_hub_install_editor` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-install-editor.md |
| `unity_hub_install_modules` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-install-modules.md |
| `unity_mppm_activate_player` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-activate-player.md |
| `unity_mppm_activate_scenario` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-activate-scenario.md |
| `unity_mppm_start` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-start.md |
| `unity_mppm_stop` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-stop.md |
| `unity_navmesh_bake` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-bake.md |
| `unity_navmesh_set_destination` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-set-destination.md |
| `unity_particle_playback` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-playback.md |
| `unity_play_mode` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-play-mode.md |
| `unity_profiler_analyze` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-profiler-analyze.md |
| `unity_profiler_enable` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-profiler-enable.md |
| `unity_sceneview_set_camera` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-sceneview-set-camera.md |
| `unity_selection_focus_scene_view` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-selection-focus-scene-view.md |
| `unity_testing_run_tests` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-testing-run-tests.md |
| `unity_texture_reimport` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-texture-reimport.md |
| `unity_uma_rebuild_global_library` | Execute | High | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-rebuild-global-library.md |
| `unity_agent_log` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-agent-log.md |
| `unity_agents_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-agents-list.md |
| `unity_amplify_get_connections` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-get-connections.md |
| `unity_amplify_get_node_types` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-get-node-types.md |
| `unity_amplify_get_nodes` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-get-nodes.md |
| `unity_amplify_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-info.md |
| `unity_amplify_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-list.md |
| `unity_amplify_list_functions` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-list-functions.md |
| `unity_amplify_master_node_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-master-node-info.md |
| `unity_amplify_node_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-node-info.md |
| `unity_amplify_open` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-open.md |
| `unity_amplify_status` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-status.md |
| `unity_animation_clip_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-clip-info.md |
| `unity_animation_controller_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-controller-info.md |
| `unity_animation_get_blend_tree` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-get-blend-tree.md |
| `unity_animation_get_curve_keyframes` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-get-curve-keyframes.md |
| `unity_animation_get_events` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-get-events.md |
| `unity_asmdef_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-info.md |
| `unity_asmdef_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-list.md |
| `unity_asset_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-list.md |
| `unity_audio_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-audio-info.md |
| `unity_component_get_properties` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-get-properties.md |
| `unity_component_get_referenceable` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-get-referenceable.md |
| `unity_console_log` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-console-log.md |
| `unity_constraint_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-constraint-info.md |
| `unity_debugger_event_details` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-debugger-event-details.md |
| `unity_debugger_events` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-debugger-events.md |
| `unity_editor_ping` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editor-ping.md |
| `unity_editor_state` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editor-state.md |
| `unity_editorprefs_get` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editorprefs-get.md |
| `unity_gameobject_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-info.md |
| `unity_get_compilation_errors` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-get-compilation-errors.md |
| `unity_get_project_context` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-get-project-context.md |
| `unity_graphics_asset_preview` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-asset-preview.md |
| `unity_graphics_game_capture` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-game-capture.md |
| `unity_graphics_lighting_summary` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-lighting-summary.md |
| `unity_graphics_material_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-material-info.md |
| `unity_graphics_mesh_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-mesh-info.md |
| `unity_graphics_prefab_render` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-prefab-render.md |
| `unity_graphics_renderer_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-renderer-info.md |
| `unity_graphics_scene_capture` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-scene-capture.md |
| `unity_graphics_texture_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-graphics-texture-info.md |
| `unity_hub_available_releases` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-available-releases.md |
| `unity_hub_get_install_path` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-get-install-path.md |
| `unity_hub_list_editors` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-list-editors.md |
| `unity_input_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-info.md |
| `unity_lighting_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lighting-info.md |
| `unity_list_advanced_tools` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-list-advanced-tools.md |
| `unity_list_instances` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-list-instances.md |
| `unity_lod_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lod-info.md |
| `unity_memory_breakdown` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-memory-breakdown.md |
| `unity_memory_snapshot` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-memory-snapshot.md |
| `unity_memory_status` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-memory-status.md |
| `unity_memory_top_assets` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-memory-top-assets.md |
| `unity_mppm_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-info.md |
| `unity_mppm_list_players` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-list-players.md |
| `unity_mppm_list_scenarios` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-list-scenarios.md |
| `unity_mppm_status` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-status.md |
| `unity_navmesh_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-info.md |
| `unity_packages_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-info.md |
| `unity_packages_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-list.md |
| `unity_packages_search` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-search.md |
| `unity_particle_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-info.md |
| `unity_physics_collision_matrix` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-collision-matrix.md |
| `unity_physics_overlap_box` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-overlap-box.md |
| `unity_physics_overlap_sphere` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-overlap-sphere.md |
| `unity_physics_raycast` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-raycast.md |
| `unity_playerprefs_get` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-get.md |
| `unity_prefab_compare_variant` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-compare-variant.md |
| `unity_prefab_get_hierarchy` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-get-hierarchy.md |
| `unity_prefab_get_properties` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-get-properties.md |
| `unity_prefab_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-info.md |
| `unity_prefab_variant_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-variant-info.md |
| `unity_probuilder_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-info.md |
| `unity_probuilder_translate_faces` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-translate-faces.md |
| `unity_profiler_frame_data` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-profiler-frame-data.md |
| `unity_profiler_memory` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-profiler-memory.md |
| `unity_profiler_stats` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-profiler-stats.md |
| `unity_project_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-project-info.md |
| `unity_queue_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-queue-info.md |
| `unity_queue_ticket_status` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-queue-ticket-status.md |
| `unity_scene_hierarchy` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-hierarchy.md |
| `unity_scene_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-info.md |
| `unity_scene_stats` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-stats.md |
| `unity_sceneview_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-sceneview-info.md |
| `unity_screenshot_game` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-screenshot-game.md |
| `unity_screenshot_scene` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-screenshot-scene.md |
| `unity_script_read` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-script-read.md |
| `unity_scriptableobject_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scriptableobject-info.md |
| `unity_scriptableobject_list_types` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scriptableobject-list-types.md |
| `unity_search_assets` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-assets.md |
| `unity_search_by_component` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-by-component.md |
| `unity_search_by_layer` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-by-layer.md |
| `unity_search_by_name` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-by-name.md |
| `unity_search_by_shader` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-by-shader.md |
| `unity_search_by_tag` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-by-tag.md |
| `unity_search_missing_references` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-search-missing-references.md |
| `unity_selection_find_by_type` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-selection-find-by-type.md |
| `unity_selection_get` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-selection-get.md |
| `unity_settings_physics` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-physics.md |
| `unity_settings_player` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-player.md |
| `unity_settings_quality` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-quality.md |
| `unity_settings_render_pipeline` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-render-pipeline.md |
| `unity_settings_time` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-time.md |
| `unity_shader_get_properties` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shader-get-properties.md |
| `unity_shader_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shader-list.md |
| `unity_shadergraph_get_edges` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-get-edges.md |
| `unity_shadergraph_get_node_types` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-get-node-types.md |
| `unity_shadergraph_get_nodes` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-get-nodes.md |
| `unity_shadergraph_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-info.md |
| `unity_shadergraph_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-list.md |
| `unity_shadergraph_list_subgraphs` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-list-subgraphs.md |
| `unity_shadergraph_open` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-open.md |
| `unity_shadergraph_status` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-status.md |
| `unity_spriteatlas_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-info.md |
| `unity_spriteatlas_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-list.md |
| `unity_taglayer_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-taglayer-info.md |
| `unity_terrain_get_height` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-get-height.md |
| `unity_terrain_get_heights_region` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-get-heights-region.md |
| `unity_terrain_get_steepness` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-get-steepness.md |
| `unity_terrain_get_tree_instances` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-get-tree-instances.md |
| `unity_terrain_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-info.md |
| `unity_terrain_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-list.md |
| `unity_testing_get_job` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-testing-get-job.md |
| `unity_testing_list_tests` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-testing-list-tests.md |
| `unity_texture_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-texture-info.md |
| `unity_ui_info` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-ui-info.md |
| `unity_uma_get_project_config` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-get-project-config.md |
| `unity_uma_inspect_fbx` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-inspect-fbx.md |
| `unity_uma_list_global_library` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-list-global-library.md |
| `unity_uma_list_uma_materials` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-list-uma-materials.md |
| `unity_uma_list_wardrobe_slots` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-list-wardrobe-slots.md |
| `unity_uma_verify_recipe` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-verify-recipe.md |
| `unity_undo_history` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-undo-history.md |
| `unity_vfx_list` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-vfx-list.md |
| `unity_vfx_open` | Read | Low | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-vfx-open.md |
| `unity_amplify_add_node` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-add-node.md |
| `unity_amplify_close` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-close.md |
| `unity_amplify_connect` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-connect.md |
| `unity_amplify_create_from_template` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-create-from-template.md |
| `unity_amplify_create_shader` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-create-shader.md |
| `unity_amplify_disconnect` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-disconnect.md |
| `unity_amplify_disconnect_all` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-disconnect-all.md |
| `unity_amplify_duplicate_node` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-duplicate-node.md |
| `unity_amplify_move_node` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-move-node.md |
| `unity_amplify_save` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-save.md |
| `unity_amplify_set_node_property` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-amplify-set-node-property.md |
| `unity_animation_add_event` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-event.md |
| `unity_animation_add_keyframe` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-keyframe.md |
| `unity_animation_add_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-layer.md |
| `unity_animation_add_parameter` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-parameter.md |
| `unity_animation_add_state` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-state.md |
| `unity_animation_add_transition` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-add-transition.md |
| `unity_animation_assign_controller` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-assign-controller.md |
| `unity_animation_create_blend_tree` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-create-blend-tree.md |
| `unity_animation_create_clip` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-create-clip.md |
| `unity_animation_create_controller` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-create-controller.md |
| `unity_animation_set_clip_curve` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-set-clip-curve.md |
| `unity_animation_set_clip_settings` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-set-clip-settings.md |
| `unity_animation_set_object_reference_curve` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-animation-set-object-reference-curve.md |
| `unity_asmdef_add_references` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-add-references.md |
| `unity_asmdef_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-create.md |
| `unity_asmdef_create_ref` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-create-ref.md |
| `unity_asmdef_remove_references` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-remove-references.md |
| `unity_asmdef_set_platforms` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-set-platforms.md |
| `unity_asmdef_update_settings` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asmdef-update-settings.md |
| `unity_asset_create_prefab` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-create-prefab.md |
| `unity_asset_import` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-import.md |
| `unity_asset_instantiate_prefab` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-asset-instantiate-prefab.md |
| `unity_audio_create_source` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-audio-create-source.md |
| `unity_audio_set_global` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-audio-set-global.md |
| `unity_component_add` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-add.md |
| `unity_component_batch_wire` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-batch-wire.md |
| `unity_component_set_property` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-set-property.md |
| `unity_component_set_reference` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-component-set-reference.md |
| `unity_constraint_add` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-constraint-add.md |
| `unity_editorprefs_set` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-editorprefs-set.md |
| `unity_gameobject_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-create.md |
| `unity_gameobject_duplicate` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-duplicate.md |
| `unity_gameobject_reparent` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-reparent.md |
| `unity_gameobject_set_active` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-set-active.md |
| `unity_gameobject_set_transform` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-gameobject-set-transform.md |
| `unity_hub_set_install_path` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-hub-set-install-path.md |
| `unity_input_add_action` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-add-action.md |
| `unity_input_add_binding` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-add-binding.md |
| `unity_input_add_composite_binding` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-add-composite-binding.md |
| `unity_input_add_map` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-input-add-map.md |
| `unity_lighting_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lighting-create.md |
| `unity_lighting_create_light_probe_group` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lighting-create-light-probe-group.md |
| `unity_lighting_create_reflection_probe` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lighting-create-reflection-probe.md |
| `unity_lighting_set_environment` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lighting-set-environment.md |
| `unity_lod_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-lod-create.md |
| `unity_material_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-material-create.md |
| `unity_mppm_create_scenario` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-create-scenario.md |
| `unity_mppm_deactivate_player` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-mppm-deactivate-player.md |
| `unity_navmesh_add_agent` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-add-agent.md |
| `unity_navmesh_add_obstacle` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-navmesh-add-obstacle.md |
| `unity_packages_add` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-packages-add.md |
| `unity_particle_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-create.md |
| `unity_particle_set_emission` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-set-emission.md |
| `unity_particle_set_main` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-set-main.md |
| `unity_particle_set_shape` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-particle-set-shape.md |
| `unity_physics_set_collision_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-set-collision-layer.md |
| `unity_physics_set_gravity` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-physics-set-gravity.md |
| `unity_playerprefs_set` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-playerprefs-set.md |
| `unity_prefab_add_component` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-add-component.md |
| `unity_prefab_add_gameobject` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-add-gameobject.md |
| `unity_prefab_apply_overrides` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-apply-overrides.md |
| `unity_prefab_apply_variant_override` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-apply-variant-override.md |
| `unity_prefab_create_variant` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-create-variant.md |
| `unity_prefab_revert_overrides` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-revert-overrides.md |
| `unity_prefab_revert_variant_override` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-revert-variant-override.md |
| `unity_prefab_set_property` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-set-property.md |
| `unity_prefab_set_reference` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-set-reference.md |
| `unity_prefab_transfer_variant_overrides` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-transfer-variant-overrides.md |
| `unity_prefab_unpack` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-prefab-unpack.md |
| `unity_probuilder_bevel_edges` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-bevel-edges.md |
| `unity_probuilder_center_pivot` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-center-pivot.md |
| `unity_probuilder_combine` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-combine.md |
| `unity_probuilder_export_mesh` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-export-mesh.md |
| `unity_probuilder_extrude_faces` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-extrude-faces.md |
| `unity_probuilder_flip_normals` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-flip-normals.md |
| `unity_probuilder_probuilderize` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-probuilderize.md |
| `unity_probuilder_set_face_material` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-set-face-material.md |
| `unity_probuilder_subdivide` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-probuilder-subdivide.md |
| `unity_redo` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-redo.md |
| `unity_renderer_set_material` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-renderer-set-material.md |
| `unity_scene_open` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-open.md |
| `unity_scene_save` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scene-save.md |
| `unity_script_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-script-create.md |
| `unity_script_update` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-script-update.md |
| `unity_scriptableobject_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scriptableobject-create.md |
| `unity_scriptableobject_set_field` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-scriptableobject-set-field.md |
| `unity_select_instance` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-select-instance.md |
| `unity_selection_set` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-selection-set.md |
| `unity_set_object_reference` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-set-object-reference.md |
| `unity_settings_set_physics` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-set-physics.md |
| `unity_settings_set_player` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-set-player.md |
| `unity_settings_set_quality_level` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-set-quality-level.md |
| `unity_settings_set_time` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-settings-set-time.md |
| `unity_shadergraph_add_node` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-add-node.md |
| `unity_shadergraph_connect` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-connect.md |
| `unity_shadergraph_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-create.md |
| `unity_shadergraph_disconnect` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-disconnect.md |
| `unity_shadergraph_set_node_property` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-shadergraph-set-node-property.md |
| `unity_spriteatlas_add` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-add.md |
| `unity_spriteatlas_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-create.md |
| `unity_spriteatlas_remove` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-remove.md |
| `unity_spriteatlas_settings` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-spriteatlas-settings.md |
| `unity_taglayer_add_tag` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-taglayer-add-tag.md |
| `unity_taglayer_set_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-taglayer-set-layer.md |
| `unity_taglayer_set_static` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-taglayer-set-static.md |
| `unity_taglayer_set_tag` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-taglayer-set-tag.md |
| `unity_terrain_add_detail_prototype` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-add-detail-prototype.md |
| `unity_terrain_add_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-add-layer.md |
| `unity_terrain_add_tree_prototype` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-add-tree-prototype.md |
| `unity_terrain_create` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-create.md |
| `unity_terrain_create_grid` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-create-grid.md |
| `unity_terrain_export_heightmap` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-export-heightmap.md |
| `unity_terrain_fill_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-fill-layer.md |
| `unity_terrain_flatten` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-flatten.md |
| `unity_terrain_import_heightmap` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-import-heightmap.md |
| `unity_terrain_noise` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-noise.md |
| `unity_terrain_paint_detail` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-paint-detail.md |
| `unity_terrain_paint_layer` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-paint-layer.md |
| `unity_terrain_place_trees` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-place-trees.md |
| `unity_terrain_raise_lower` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-raise-lower.md |
| `unity_terrain_resize` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-resize.md |
| `unity_terrain_scatter_detail` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-scatter-detail.md |
| `unity_terrain_set_height` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-set-height.md |
| `unity_terrain_set_heights_region` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-set-heights-region.md |
| `unity_terrain_set_holes` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-set-holes.md |
| `unity_terrain_set_neighbors` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-set-neighbors.md |
| `unity_terrain_set_settings` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-set-settings.md |
| `unity_terrain_smooth` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-terrain-smooth.md |
| `unity_texture_set_import` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-texture-set-import.md |
| `unity_texture_set_normalmap` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-texture-set-normalmap.md |
| `unity_texture_set_sprite` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-texture-set-sprite.md |
| `unity_ui_create_canvas` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-ui-create-canvas.md |
| `unity_ui_create_element` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-ui-create-element.md |
| `unity_ui_set_image` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-ui-set-image.md |
| `unity_ui_set_text` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-ui-set-text.md |
| `unity_uma_register_assets` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-uma-register-assets.md |
| `unity_undo` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-undo.md |
| `unity_undo_last` | Write | Medium | https://policylayer.com/tools/anklebreaker-studio-unity-mcp-server/unity-undo-last.md |

## Tool descriptions

- `unity_amplify_remove_node` — Remove a node from the currently open Amplify Shader Editor graph by its unique ID. Cannot remove the master/output node.
- `unity_animation_remove_curve` — Remove an entire animation curve binding from a clip. Useful for cleaning up or restructuring animations.
- `unity_animation_remove_event` — Remove an animation event by its index. Use get_animation_events first to find the index.
- `unity_animation_remove_keyframe` — Remove a keyframe from an animation curve by its index. Use get_curve_keyframes first to find the index.
- `unity_animation_remove_layer` — Remove a layer from an Animator Controller by index. Cannot remove the base layer (index 0).
- `unity_animation_remove_parameter` — Remove a parameter from an Animator Controller by name.
- `unity_animation_remove_state` — Remove a state from an Animator Controller layer.
- `unity_animation_remove_transition` — Remove a transition from an Animator Controller state. Can target by source/destination names or by index.
- `unity_asset_delete` — Delete an asset — to the OS trash by default (NOT undoable via unity_undo_last).
- `unity_component_remove` — Remove a component from a GameObject.
- `unity_console_clear` — Clear the Unity console log.
- `unity_editorprefs_delete` — Delete an EditorPrefs key.
- `unity_gameobject_delete` — Delete a GameObject by path or name. Refuses if its runtime mesh is shared by other
- `unity_input_remove_action` — Remove an action (and its bindings) from an action map.
- `unity_input_remove_map` — Remove an action map from an Input Action Asset.
- `unity_navmesh_clear` — Clear all baked NavMeshes from the scene.
- `unity_packages_remove` — Remove/uninstall a Unity package by name.
- `unity_playerprefs_delete` — Delete a PlayerPrefs key.
- `unity_playerprefs_delete_all` — Delete ALL PlayerPrefs. Use with caution.
- `unity_prefab_remove_component` — Remove a component from a GameObject inside a prefab asset â€” no scene instance needed.
- `unity_prefab_remove_gameobject` — Delete a child GameObject from inside a prefab asset â€” no scene instance needed. Cannot remove the prefab root.
- `unity_probuilder_delete_faces` — Delete the selected faces from the mesh (creates holes / open geometry).
- `unity_scene_new` — Create a new empty scene (REPLACES the current one). Refuses if any loaded scene has
- `unity_shadergraph_remove_node` — Remove a node from a Shader Graph by its ID. Also removes all edges connected to the node.
- `unity_spriteatlas_delete` — Delete a SpriteAtlas asset.
- `unity_terrain_clear_detail` — Clear all detail/grass from the terrain, optionally filtering by prototype index.
- `unity_terrain_clear_trees` — Clear all trees from the terrain, optionally filtering by prototype index.
- `unity_terrain_remove_layer` — Remove a texture layer from the terrain by index.
- `unity_terrain_remove_tree_prototype` — Remove a tree prototype from the terrain by index. Also removes all placed instances of that prototype.
- `unity_undo_clear` — Clear undo history. Can clear for a specific object or all undo history.
- `unity_advanced_tool` — Execute an advanced Unity tool by name (${advanced.length} cached + plugin lazy-loaded;
- `unity_amplify_focus_node` — Focus the Amplify Shader Editor view on a specific node, centering and optionally zooming to it.
- `unity_build` — Start a build of the Unity project for a target platform.
- `unity_debugger_enable` — Enable or disable the Frame Debugger. When enabled, Unity pauses rendering after a specific draw call so you can inspect the GPU state. Uses reflection to access internal Unity APIs (Unity 6+).
- `unity_execute_code` — Execute arbitrary C# code inside the Unity Editor. The code runs in the editor context with access to all Unity APIs. Useful for one-off operations, queries, and automation. Return values are serialized to JSON.
- `unity_execute_menu_item` — Execute a Unity Editor menu command by its path (e.g.
- `unity_hub_install_editor` — Install a specific Unity Editor version. Optionally include platform modules (android, ios, webgl, linux, macos, windows-il2cpp).
- `unity_hub_install_modules` — Install additional platform modules to an already-installed Unity Editor version.
- `unity_mppm_activate_player` — Activate a Virtual Player (clone Unity Editor process). index must be 2, 3, or 4
- `unity_mppm_activate_scenario` — Load/activate a specific scenario by its asset path.
- `unity_mppm_start` — Start the currently active scenario. By default also enters Play mode on the main editor
- `unity_mppm_stop` — Stop the running scenario. By default also exits Play mode on the main editor so
- `unity_navmesh_bake` — Bake the NavMesh for AI navigation. Optionally configure agent radius, height, slope, and climb.
- `unity_navmesh_set_destination` — Set the destination for a NavMeshAgent (requires Play mode).
- `unity_particle_playback` — Control particle system playback: play, stop, pause, restart, or clear.
- `unity_play_mode` — Control Unity Editor play mode: enter play, pause, or stop.
- `unity_profiler_analyze` — Run a comprehensive performance analysis combining memory, rendering stats, profiler frame data, and scene complexity. Returns optimization suggestions based on configurable thresholds (e.g. too many batches, high triangle count, excessi…
- `unity_profiler_enable` — Enable or disable the Unity Profiler. Optionally enable deep profiling for detailed call stacks (has significant performance overhead).
- `unity_sceneview_set_camera` — Control the Scene View camera: set pivot, rotation, zoom, orthographic mode, look-at target, or frame selection.
- `unity_selection_focus_scene_view` — Control the Scene View camera: frame a GameObject, set pivot/rotation/zoom, toggle orthographic.
- `unity_testing_run_tests` — Start a Unity Test Runner test run. Returns a job ID immediately — use unity_testing_get_job to poll for progress and results.
- `unity_texture_reimport` — Force reimport a texture to apply pending changes.
- `unity_uma_rebuild_global_library` — Rebuild or repair the UMA Global Library (UMAAssetIndexer).
- `unity_agent_log` — Get the action log for a specific agent, showing the last 100 actions with timestamps.
- `unity_agents_list` — List all active agent sessions connected to the AB Unity MCP bridge. Shows each agent
- `unity_amplify_get_connections` — Get all connections between nodes in the currently open Amplify Shader Editor graph. Shows which output ports connect to which input ports.
- `unity_amplify_get_node_types` — List all available Amplify Shader Editor node types by reflecting over the ASE assembly. Returns type names, categories, and descriptions. Requires Amplify to be installed.
- `unity_amplify_get_nodes` — Get all nodes in the currently open Amplify Shader Editor graph. Returns node IDs, types, positions, and port counts. The ASE window must be open with a shader loaded.
- `unity_amplify_info` — Get detailed info about an Amplify shader: properties, render queue, pass count, and Amplify metadata (node count, version, features like custom expressions, functions, texture samples).
- `unity_amplify_list` — List all shaders created with Amplify Shader Editor. Detects Amplify shaders by scanning for ASE serialization markers in .shader files. Only available when Amplify is installed.
- `unity_amplify_list_functions` — List all Amplify Shader Functions in the project. Functions are reusable node groups (similar to Shader Graph Sub Graphs). Only available when Amplify is installed.
- `unity_amplify_master_node_info` — Get detailed information about the master/output node of the currently open Amplify shader graph, including all its input ports and properties.
- `unity_amplify_node_info` — Get detailed information about a specific node in the Amplify Shader Editor graph, including all input/output ports with names, data types, and connection status.
- `unity_amplify_open` — Open a shader in the Amplify Shader Editor window for visual editing. Only available when Amplify is installed.
- `unity_amplify_status` — Check if Amplify Shader Editor is installed in the project. Returns available commands, shader count, and function count. Only works when Amplify Shader Editor is imported.
- `unity_animation_clip_info` — Get detailed information about an Animation Clip: curves, length, events, loop settings.
- `unity_animation_controller_info` — Get detailed information about an Animator Controller: layers, states, transitions, parameters.
- `unity_animation_get_blend_tree` — Get the structure and configuration of a blend tree including all child motions, thresholds, positions, and time scales.
- `unity_animation_get_curve_keyframes` — Get all keyframes from an animation curve binding with full tangent data (inTangent, outTangent, inWeight, outWeight, weightedMode). Essential for precise animation editing.
- `unity_animation_get_events` — List all animation events on a clip with their function names, times, and parameters.
- `unity_asmdef_info` — Get detailed info about an Assembly Definition file: name, references, platforms, settings.
- `unity_asmdef_list` — List all Assembly Definition files in the project. Returns name, path, reference count, and platform info for each.
- `unity_asset_list` — List assets in the project. Can filter by path, type, and search term.
- `unity_audio_info` — Get info about all AudioSources and AudioListeners in the scene.
- `unity_component_get_properties` — Get all serialized properties of a component on a GameObject.
- `unity_component_get_referenceable` — Discover what objects can be assigned to an ObjectReference property. Returns matching scene objects and project assets filtered by the expected type. Useful before wiring references to know what
- `unity_console_log` — Get recent Unity console log messages (errors, warnings, info).
- `unity_constraint_info` — Get all constraints on a GameObject with their type, active state, weight, and source count.
- `unity_debugger_event_details` — Get detailed information about a specific Frame Debugger event: shader name, pass, keywords, vertex/index/instance counts, render target, batch break cause, and mesh info. The Frame Debugger must be enabled first.
- `unity_debugger_events` — List all rendering events (draw calls) captured by the Frame Debugger. The Frame Debugger must be enabled first. Returns event index, type, and name for each draw call.
- `unity_editor_ping` — Check if the Unity Editor bridge is running and responsive. Returns editor version, project name, and connection status.
- `unity_editor_state` — Get the current Unity Editor state: play mode, compilation status, active scene, project path.
- `unity_editorprefs_get` — Get an EditorPrefs value by key. Specify type: string (default), int, float, bool.
- `unity_gameobject_info` — Get detailed info about a specific GameObject: transform, components, children, active state, tags, layer.
- `unity_get_compilation_errors` — Get C# compilation errors/warnings via CompilationPipeline — independent of the console buffer
- `unity_get_project_context` — Get the project docs/guidelines the team prepared for AI agents (from Assets/MCP/Context/).
- `unity_graphics_asset_preview` — Get a visual preview thumbnail of any Unity asset (prefab, material, texture, mesh, etc.) as an inline image. Returns base64 PNG image that Claude can see directly.
- `unity_graphics_game_capture` — Capture the Game View camera as an inline image. Returns base64 PNG that Claude can see directly. Use to see what the player sees.
- `unity_graphics_lighting_summary` — Get a summary of all lights in the scene, or details about a specific light. Returns type, color, intensity, range, spot angle, shadow settings, and render mode.
- `unity_graphics_material_info` — Get detailed material information: shader name, render queue, all properties (colors, floats, vectors, textures), keywords, and a visual preview thumbnail. Works on material assets or scene GameObjects.
- `unity_graphics_mesh_info` — Get detailed mesh geometry information: vertex count, triangle count, submeshes, UV channels, blend shapes, bone count, bounds. Works on mesh assets or scene GameObjects with MeshFilter/SkinnedMeshRenderer.
- `unity_graphics_prefab_render` — Render a prefab from a configurable angle as an inline image. Returns base64 PNG that Claude can see directly. Great for previewing 3D models and prefabs.
- `unity_graphics_renderer_info` — Get detailed Renderer component information: renderer type, materials list, mesh reference, bounds, shadow settings, sorting layer, lightmap index. Use for rendering analysis.
- `unity_graphics_scene_capture` — Capture the current Scene View as an inline image. Returns base64 PNG that Claude can see directly. Use to visually inspect the scene layout.
- `unity_graphics_texture_info` — Get detailed texture information: dimensions, format, compression, mipmaps, memory estimate, import settings, and a visual preview thumbnail. Use for texture analysis and optimization.
- `unity_hub_available_releases` — List Unity Editor versions available for download from Unity Hub.
- `unity_hub_get_install_path` — Get the current default installation path for Unity Editors.
- `unity_hub_list_editors` — List all Unity Editor versions currently installed via Unity Hub, including their installation paths.
- `unity_input_info` — Get detailed info about an Input Action Asset: maps, actions, bindings, and control schemes.
- `unity_lighting_info` — Get info about all lights in the scene plus environment/fog settings.
- `unity_list_advanced_tools` — Discover advanced Unity tools (execute them via unity_advanced_tool) without loading full schemas:
- `unity_list_instances` — List running Unity Editor instances (name, port, version, clone flag, pluginVersion).
- `unity_lod_info` — Get LODGroup info: LOD levels, screen transition heights, renderer counts.
- `unity_memory_breakdown` — Get detailed memory breakdown by asset type: textures, meshes, materials, shaders, audio clips, animation clips, fonts, render textures, and scriptable objects. Shows count, total size, and optionally top assets per category. Works witho…
- `unity_memory_snapshot` — Take a detailed memory snapshot using the Memory Profiler package (com.unity.memoryprofiler). Requires the package to be installed. The snapshot can be inspected in the Memory Profiler window. Returns an error with alternatives if the pa…
- `unity_memory_status` — Check Memory Profiler status: whether the com.unity.memoryprofiler package is installed, available commands, and a quick memory summary. Always call this first before other memory profiler commands.
- `unity_memory_top_assets` — Get the top N memory-consuming assets across all types. Shows asset name, type, size, and asset path. Optionally filter by type (texture, mesh, audio, material, shader, animation, font, rendertexture). Works without the Memory Profiler p…
- `unity_mppm_info` — Get multiplayer play mode information including CurrentPlayer state, tags, and MPPM package version.
- `unity_mppm_list_players` — List the 4 MPPM virtual-player slots and their current state
- `unity_mppm_list_scenarios` — List all MPPM (Multiplayer PlayMode) scenarios in the project with details about instances and configurations.
- `unity_mppm_status` — Get the current scenario status including running state, active scenario name, and progress.
- `unity_navmesh_info` — Get NavMesh information: vertex/triangle count, agents, obstacles, agent types.
- `unity_packages_info` — Get detailed info about an installed package including versions and dependencies.
- `unity_packages_list` — List all installed Unity packages with their name, version, source, and status.
- `unity_packages_search` — Search for Unity packages in the registry.
- `unity_particle_info` — Get detailed Particle System info: main module, emission, shape, and all module enable states.
- `unity_physics_collision_matrix` — Get the physics collision matrix showing which layers collide with each other.
- `unity_physics_overlap_box` — Find all colliders within a box volume.
- `unity_physics_overlap_sphere` — Find all colliders within a sphere. Useful for area-of-effect queries.
- `unity_physics_raycast` — Cast a ray in the physics world and return hit information. Supports single or all-hits mode.
- `unity_playerprefs_get` — Get a PlayerPrefs value by key. Specify type: string (default), int, float.
- `unity_prefab_compare_variant` — Compare a prefab variant to its base prefab. Returns all overrides: modified properties, added/removed components, and added/removed GameObjects. The variant must be a Prefab Variant asset.
- `unity_prefab_get_hierarchy` — Get the full hierarchy tree of a prefab asset directly from disk â€” no scene instance needed. Shows all GameObjects, components, and nested children inside the prefab.
- `unity_prefab_get_properties` — Read all serialized properties of a component on a GameObject inside a prefab asset â€” no scene instance needed. Use prefabPath to target nested children (e.g.
- `unity_prefab_info` — Get detailed prefab information: overrides, variant status, added/removed components. Works on both prefab assets and scene instances.
- `unity_prefab_variant_info` — Get variant information for a prefab asset: whether it
- `unity_probuilder_info` — Inspect a ProBuilder object: face/vertex/edge/shared-vertex counts, submesh count, and bounds.
- `unity_probuilder_translate_faces` — Move the vertices of the selected faces by a translation vector (in local space).
- `unity_profiler_frame_data` — Get CPU profiler frame data as a hierarchical timing breakdown. Shows function names, total/self time, call counts, and GC allocations. The profiler must be enabled and have captured at least one frame.
- `unity_profiler_memory` — Get detailed memory usage breakdown: total allocated, reserved, Mono heap used/size, graphics driver memory, temp allocator size, and GC info. Values are returned in both bytes and human-readable MB.
- `unity_profiler_stats` — Get current rendering statistics: draw calls, batches, triangles, vertices, set-pass calls, frame time, render time, shadow casters, and more. The profiler does NOT need to be enabled for this â€” stats come from UnityStats which is alwa…
- `unity_project_info` — Get project information: name, path, Unity version, render pipeline, packages, build settings.
- `unity_queue_info` — Get the current state of the multi-agent request queue: total queued requests, active agents, per-agent queue depths, and completed cache size. Useful for monitoring when multiple agents are working on the same Unity project.
- `unity_queue_ticket_status` — Check the status of a specific queue ticket by ID. Returns the ticket
- `unity_scene_hierarchy` — Get the hierarchy tree of all GameObjects in the active scene, including their components and children.
- `unity_scene_info` — Get information about the currently open scene(s), including name, path, dirty state, and root game objects.
- `unity_scene_stats` — Get comprehensive scene statistics: total objects, vertices, triangles, lights, cameras, colliders, and top component types.
- `unity_sceneview_info` — Get Scene View camera info: pivot position, rotation, zoom, orthographic mode, 2D mode.
- `unity_screenshot_game` — Capture a screenshot of the Game View. The screenshot is saved on the next frame render.
- `unity_screenshot_scene` — Capture a screenshot of the Scene View camera. Returns immediately with the saved file path.
- `unity_script_read` — Read the contents of a C# script file from the project.
- `unity_scriptableobject_info` — Get all serialized properties and values of a ScriptableObject asset.
- `unity_scriptableobject_list_types` — List all available ScriptableObject types in the project. Useful for discovering what SO types can be created.
- `unity_search_assets` — Search for assets in the project by name, type, and folder. Uses Unity
- `unity_search_by_component` — Find all GameObjects in the scene that have a specific component type. Returns their paths and instance IDs.
- `unity_search_by_layer` — Find all GameObjects on a specific layer.
- `unity_search_by_name` — Find all GameObjects whose name contains a pattern. Supports substring matching or regex.
- `unity_search_by_shader` — Find all renderers using a specific shader.
- `unity_search_by_tag` — Find all GameObjects with a specific tag.
- `unity_search_missing_references` — Find all missing/broken object references and missing scripts in the scene. Essential for cleanup and debugging.
- `unity_selection_find_by_type` — Find all GameObjects in the scene that have a specific component type (e.g.
- `unity_selection_get` — Get the currently selected GameObjects in the Unity Editor.
- `unity_settings_physics` — Get physics settings: gravity, solver iterations, sleep threshold, contact offset, bounce threshold.
- `unity_settings_player` — Get player settings: company name, product name, version, color space, scripting backend, target architecture.
- `unity_settings_quality` — Get current quality settings: level, shadows, anti-aliasing, LOD bias, vsync, and all quality levels available.
- `unity_settings_render_pipeline` — Get information about the current render pipeline (Built-in, URP, HDRP).
- `unity_settings_time` — Get time settings: fixedDeltaTime, maximumDeltaTime, timeScale.
- `unity_shader_get_properties` — Get exposed properties of any shader (.shader or .shadergraph). Shows property name, display name, type (Color, Vector, Float, Range, TexEnv), range limits, texture dimension, visibility.
- `unity_shader_list` — List all shaders in the project (both .shader and .shadergraph files). Works without Shader Graph package. Filter by name, include/exclude built-in shaders.
- `unity_shadergraph_get_edges` — Get all edges (connections) in a Shader Graph. Returns source and target node IDs with slot IDs, showing how nodes are wired together.
- `unity_shadergraph_get_node_types` — List all available Shader Graph node types by reflecting over the ShaderGraph assembly. Returns type names, categories, and full class names. Useful for discovering available nodes before adding them.
- `unity_shadergraph_get_nodes` — Get all nodes in a Shader Graph file. Returns node IDs, types, positions, and basic property data by parsing the .shadergraph JSON. Essential for understanding graph structure before editing.
- `unity_shadergraph_info` — Get detailed info about a specific shader graph: exposed properties (with types, ranges), node count, features used (custom functions, sub-graphs, keywords), file size, pass count.
- `unity_shadergraph_list` — List all Shader Graph (.shadergraph) assets in the project. Requires Shader Graph package. Shows shader name, path, property count, pass count, and file size.
- `unity_shadergraph_list_subgraphs` — List all Sub Graph (.shadersubgraph) assets in the project. Sub Graphs are reusable node groups for Shader Graphs. Requires Shader Graph package.
- `unity_shadergraph_open` — Open a shader graph in the Shader Graph editor window for visual editing. Requires Shader Graph package.
- `unity_shadergraph_status` — Check which graph packages are installed: Shader Graph (com.unity.shadergraph) and Visual Effect Graph (com.unity.visualeffectgraph). Returns available commands based on installed packages.
- `unity_spriteatlas_info` — Get SpriteAtlas details: packables, texture settings, packing settings.
- `unity_spriteatlas_list` — Find all SpriteAtlas assets in the project, optionally filtered by folder.
- `unity_taglayer_info` — Get all tags, layers, and sorting layers in the project.
- `unity_terrain_get_height` — Sample the terrain height at a world position.
- `unity_terrain_get_heights_region` — Get heights for a rectangular region of the heightmap. Returns normalized 0-1 values.
- `unity_terrain_get_steepness` — Get the terrain steepness (slope angle in degrees) and surface normal at a world position.
- `unity_terrain_get_tree_instances` — Get all tree instances on the terrain. Returns positions, prototype indices, scales, and count.
- `unity_terrain_info` — Get detailed terrain information: size, resolution, layers, tree/detail counts, settings.
- `unity_terrain_list` — List all terrains in the scene with their names, positions, sizes, and basic info.
- `unity_testing_get_job` — Get the status and results of a test run job. If no jobId is provided, returns the latest job.
- `unity_testing_list_tests` — List available tests in the Unity project. Returns test names, categories, and run state.
- `unity_texture_info` — Get texture info and import settings: size, format, compression, sprite mode, filter, wrap, mip maps, etc.
- `unity_ui_info` — Get UI information: canvases, text/image/button counts.
- `unity_uma_get_project_config` — Get project-specific UMA configuration by querying existing assets. Returns detected races, UMA materials, wardrobe slots, and recipe patterns. Call this before creating slots/overlays/recipes to auto-detect correct parameters.
- `unity_uma_inspect_fbx` — Inspect an FBX file to list all SkinnedMeshRenderers with vertex counts, weighted bones (keepList), and bone counts.
- `unity_uma_list_global_library` — List assets registered in the UMA Global Library. Can filter by type (Slot, Overlay, Race, WardrobeRecipe) and/or name pattern.
- `unity_uma_list_uma_materials` — List all UMAMaterial assets in the project with their channel counts. Useful for choosing the right material when creating slots and overlays.
- `unity_uma_list_wardrobe_slots` — List all wardrobe slot names available for a given UMA race (e.g.
- `unity_uma_verify_recipe` — Validate a UMA WardrobeRecipe by checking that all referenced slots and overlays exist in the Global Library,
- `unity_undo_history` — List recent MCP actions with undo state: per-agent attribution, whether each is still undoable, target, and the current undo group. Use it to decide what unity_undo_last reverts or to pick an agentId.
- `unity_vfx_list` — List all Visual Effect Graph assets in the project. Requires Visual Effect Graph package (com.unity.visualeffectgraph).
- `unity_vfx_open` — Open a Visual Effect Graph in the VFX Graph editor window. Requires Visual Effect Graph package.
- `unity_amplify_add_node` — Add a node to the currently open Amplify Shader Editor graph. The ASE window must be open with a shader loaded. Use unity_amplify_get_node_types to discover available node types first.
- `unity_amplify_close` — Close the Amplify Shader Editor window. By default saves the graph before closing to prevent save dialogs.
- `unity_amplify_connect` — Connect two nodes in the Amplify Shader Editor graph. Connects an output port of one node to an input port of another node.
- `unity_amplify_create_from_template` — Create a new Amplify shader from a predefined template (surface, unlit, urp_lit, transparent, post_process). The shader file is created and can then be opened in ASE.
- `unity_amplify_create_shader` — Create a new Amplify Shader Editor shader file with proper ASE serialization markers. The shader can then be opened in ASE for visual editing.
- `unity_amplify_disconnect` — Disconnect a specific port on a node in the Amplify Shader Editor graph.
- `unity_amplify_disconnect_all` — Remove all connections from a specific node in the Amplify Shader Editor graph (both input and output connections).
- `unity_amplify_duplicate_node` — Duplicate a node in the Amplify Shader Editor graph. Creates a new node of the same type at a slight offset from the original.
- `unity_amplify_move_node` — Move a node to a new position in the Amplify Shader Editor graph.
- `unity_amplify_save` — Save the currently open Amplify Shader Editor graph to disk. If the shader has never been saved, auto-determines a save path from the shader name or uses the provided path.
- `unity_amplify_set_node_property` — Set a property or field value on a node in the Amplify Shader Editor graph via reflection. If the property name is wrong, returns a list of available properties.
- `unity_animation_add_event` — Add an animation event that calls a function at a specific time during playback. Can pass string, int, or float parameters.
- `unity_animation_add_keyframe` — Add a keyframe to an animation curve with full tangent and weight control. Creates the curve if it doesn
- `unity_animation_add_layer` — Add a new layer to an Animator Controller.
- `unity_animation_add_parameter` — Add a parameter to an Animator Controller (Float, Int, Bool, or Trigger).
- `unity_animation_add_state` — Add a state to an Animator Controller layer. Can optionally assign an animation clip and set as default state.
- `unity_animation_add_transition` — Add a transition between states in an Animator Controller. Supports conditions, exit time, and AnyState transitions.
- `unity_animation_assign_controller` — Assign an Animator Controller to a GameObject (adds Animator component if needed).
- `unity_animation_create_blend_tree` — Create a blend tree in an Animator Controller for smooth blending between animations. Supports 1D, 2D (FreeformDirectional, FreeformCartesian, SimpleDirectional), and Direct blend types.
- `unity_animation_create_clip` — Create a new empty Animation Clip asset.
- `unity_animation_create_controller` — Create a new Animator Controller asset at the specified path.
- `unity_animation_set_clip_curve` — Set an animation curve on a clip. Define keyframes to animate any property (position, rotation, scale, custom).
- `unity_animation_set_clip_settings` — Set animation clip settings: looping, root motion, mirroring, speed, frame rate, and more.
- `unity_animation_set_object_reference_curve` — Set an OBJECT-REFERENCE (PPtr) animation curve — the curve type Unity uses for 2D sprite-frame
- `unity_asmdef_add_references` — Add assembly references to an existing .asmdef file. Supports assembly names (e.g.
- `unity_asmdef_create` — Create a new Assembly Definition (.asmdef) file for code containerisation and compilation optimisation. Assembly definitions split your project code into separate assemblies, reducing recompilation time and enforcing clean dependency bou…
- `unity_asmdef_create_ref` — Create an Assembly Definition Reference (.asmref) file. This lets you include scripts from a different folder into an existing assembly, useful for extending packages or splitting code across directories while keeping them in the same co…
- `unity_asmdef_remove_references` — Remove assembly references from an existing .asmdef file.
- `unity_asmdef_set_platforms` — Set the include/exclude platform lists for an assembly definition. Use includePlatforms to restrict to specific platforms (e.g. [
- `unity_asmdef_update_settings` — Update settings on an assembly definition: rootNamespace, allowUnsafeCode, autoReferenced, noEngineReferences, defineConstraints, etc. Only supply the properties you want to change.
- `unity_asset_create_prefab` — Create a prefab from an existing GameObject in the scene.
- `unity_asset_import` — Import an external file into the Unity project as an asset.
- `unity_asset_instantiate_prefab` — Instantiate a prefab into the current scene.
- `unity_audio_create_source` — Create or configure an AudioSource on a GameObject. Can attach to existing object or create new one.
- `unity_audio_set_global` — Set global audio settings (master volume, pause).
- `unity_component_add` — Add a component to a GameObject. Supports built-in types (Rigidbody, BoxCollider, AudioSource, Light, Camera, etc.) and custom scripts.
- `unity_component_batch_wire` — Wire multiple object references in one call (e.g. a manager to all its panels). Each entry: target GameObject, property, reference to assign.
- `unity_component_set_property` — Set a property value on a component. Supports floats, ints, strings, bools, vectors, colors, and object references. For ObjectReference properties, pass value as: an asset path string, a scene object name string, null to clear, or an obj…
- `unity_component_set_reference` — Wire an object reference on a component property. Resolves by asset path, scene GameObject name, component type, or instance ID (richer than set_property for ObjectReference fields).
- `unity_constraint_add` — Add an animation constraint (position, rotation, scale, aim, parent, lookat) to a GameObject with optional source.
- `unity_editorprefs_set` — Set an EditorPrefs value. Specify type: string (default), int, float, bool.
- `unity_gameobject_create` — Create a new GameObject in the scene. Can specify primitive type (Cube, Sphere, Capsule, Cylinder, Plane, Quad), parent, and initial transform.
- `unity_gameobject_duplicate` — Duplicate a GameObject with all its children and components.
- `unity_gameobject_reparent` — Move a GameObject under a new parent in the hierarchy.
- `unity_gameobject_set_active` — Set a GameObject active or inactive.
- `unity_gameobject_set_transform` — Set the transform (position, rotation, scale) of a GameObject.
- `unity_hub_set_install_path` — Set the default installation directory for Unity Editors.
- `unity_input_add_action` — Add an action to an action map in an Input Action Asset.
- `unity_input_add_binding` — Add a simple (non-composite) binding to an action. Use for single-key bindings like
- `unity_input_add_composite_binding` — Add a composite binding (e.g. WASD, arrows) to an action. Composites combine multiple keys into a single value (1DAxis for up/down, 2DVector for WASD).
- `unity_input_add_map` — Add a new action map to an Input Action Asset.
- `unity_lighting_create` — Create a new light in the scene (Point, Directional, Spot, or Area).
- `unity_lighting_create_light_probe_group` — Create a light probe group in the scene.
- `unity_lighting_create_reflection_probe` — Create a reflection probe in the scene.
- `unity_lighting_set_environment` — Set environment lighting: ambient mode/color, fog, skybox material.
- `unity_lod_create` — Create or configure a LODGroup on a GameObject with specified number of LOD levels.
- `unity_material_create` — Create a new material asset with a specified shader and properties.
- `unity_mppm_create_scenario` — Create an MPPM ScenarioConfig asset programmatically. Unity 6+ (MPPM 2.0).
- `unity_mppm_deactivate_player` — Deactivate a Virtual Player previously activated via unity_mppm_activate_player.
- `unity_navmesh_add_agent` — Add a NavMeshAgent component to a GameObject with optional settings (speed, angular speed, acceleration, stopping distance, radius, height).
- `unity_navmesh_add_obstacle` — Add a NavMeshObstacle component to a GameObject.
- `unity_packages_add` — Add/install a Unity package by identifier (e.g.
- `unity_particle_create` — Create a new Particle System with optional initial settings.
- `unity_particle_set_emission` — Configure particle emission: rate over time, rate over distance.
- `unity_particle_set_main` — Configure the main module of a Particle System: duration, lifetime, speed, size, gravity, simulation space.
- `unity_particle_set_shape` — Configure the emission shape: Sphere, Hemisphere, Cone, Box, Circle, Edge, etc.
- `unity_physics_set_collision_layer` — Set whether two physics layers should collide or ignore each other.
- `unity_physics_set_gravity` — Get or set the global physics gravity vector.
- `unity_playerprefs_set` — Set a PlayerPrefs value. Specify type: string (default), int, float.
- `unity_prefab_add_component` — Add a component to a GameObject inside a prefab asset â€” no scene instance needed. Supports built-in types (Rigidbody, BoxCollider, etc.) and custom scripts.
- `unity_prefab_add_gameobject` — Create a new child GameObject inside a prefab asset â€” no scene instance needed. Optionally create as a primitive (Cube, Sphere, etc.) with position/rotation/scale.
- `unity_prefab_apply_overrides` — Apply all overrides from a prefab instance in the scene back to the source prefab asset.
- `unity_prefab_apply_variant_override` — Apply overrides from a prefab variant back to its base prefab. Can apply all overrides or filter by componentType and/or gameObject path. This pushes the variant
- `unity_prefab_create_variant` — Create a prefab variant from an existing base prefab. Variants inherit from the base and can override specific properties.
- `unity_prefab_revert_overrides` — Revert all overrides on a prefab instance, restoring it to match the source prefab.
- `unity_prefab_revert_variant_override` — Revert overrides on a prefab variant so it matches its base prefab again. Can revert all overrides or filter by componentType and/or gameObject path.
- `unity_prefab_set_property` — Set a serialized property value on a component inside a prefab asset â€” no scene instance needed. Supports floats, ints, strings, bools, vectors, colors, enums.
- `unity_prefab_set_reference` — Wire an ObjectReference property on a component inside a prefab asset â€” no scene instance needed. Can reference project assets (materials, textures, prefabs, ScriptableObjects) or other GameObjects within the same prefab.
- `unity_prefab_transfer_variant_overrides` — Transfer (copy) overrides from one prefab variant to another variant of the same base. Reads the property modifications from the source variant and applies them to the target variant.
- `unity_prefab_unpack` — Unpack a prefab instance, converting it to regular GameObjects.
- `unity_probuilder_bevel_edges` — Bevel (chamfer) the edges of the selected faces by
- `unity_probuilder_center_pivot` — Recenter the object
- `unity_probuilder_combine` — Merge two or more ProBuilder objects into a single ProBuilder mesh (the first object).
- `unity_probuilder_export_mesh` — Export the object
- `unity_probuilder_extrude_faces` — Extrude selected faces outward along their normals (or as individual faces).
- `unity_probuilder_flip_normals` — Flip (reverse) the winding of every face so the mesh renders inside-out. Useful for skyboxes / interior shells.
- `unity_probuilder_probuilderize` — Convert a plain mesh GameObject (with a MeshFilter) into an editable ProBuilder object,
- `unity_probuilder_set_face_material` — Assign a material to specific faces (creates a submesh per material).
- `unity_probuilder_subdivide` — Subdivide faces (connect edge midpoints), increasing mesh density.
- `unity_redo` — Redo the last undone operation in Unity Editor.
- `unity_renderer_set_material` — Assign a material to a GameObject
- `unity_scene_open` — Open a scene by its asset path (relative to Assets/). Refuses if any loaded scene has
- `unity_scene_save` — Save the current scene. A never-saved scene requires
- `unity_script_create` — Create a new C# script file in the project with the given content.
- `unity_script_update` — Update the contents of an existing C# script file.
- `unity_scriptableobject_create` — Create a new ScriptableObject asset from a C# type. The type must already exist as a compiled script.
- `unity_scriptableobject_set_field` — Set a field value on a ScriptableObject asset. Supports int, float, bool, string, and enum types.
- `unity_select_instance` — Select the Unity Editor instance this session targets; subsequent unity_* calls route there.
- `unity_selection_set` — Set the editor selection to specific GameObjects.
- `unity_set_object_reference` — [LEGACY] Set an object reference on a component. Prefer unity_component_set_reference (richer resolution).
- `unity_settings_set_physics` — Modify physics settings like gravity, solver iterations, sleep threshold, etc.
- `unity_settings_set_player` — Modify player settings like company name, product name, bundle version, run in background.
- `unity_settings_set_quality_level` — Set the active quality level by name or index.
- `unity_settings_set_time` — Modify time settings: fixed timestep, max delta time, time scale (for slow-mo or fast-forward).
- `unity_shadergraph_add_node` — Add a new node to a Shader Graph. Supports common types: Add, Multiply, Subtract, Divide, Lerp, Color, Float, Vector2, Vector3, Vector4, Time, UV, Position, Normal, SampleTexture2D, Fresnel, Saturate, OneMinus, Power, Split, Combine. Als…
- `unity_shadergraph_connect` — Connect two nodes in a Shader Graph by creating an edge between an output slot and an input slot.
- `unity_shadergraph_create` — Create a new Shader Graph from a template. Templates: urp_lit, urp_unlit, urp_sprite_lit, urp_sprite_unlit, urp_decal, hdrp_lit, hdrp_unlit, blank. Requires Shader Graph package.
- `unity_shadergraph_disconnect` — Disconnect two nodes in a Shader Graph by removing the edge between them.
- `unity_shadergraph_set_node_property` — Set a property value on a Shader Graph node. Can modify any serialized property like color values, float inputs, vector components, etc.
- `unity_spriteatlas_add` — Add sprites, textures, or folders to a SpriteAtlas.
- `unity_spriteatlas_create` — Create a new SpriteAtlas asset at the given path.
- `unity_spriteatlas_remove` — Remove packables from a SpriteAtlas.
- `unity_spriteatlas_settings` — Update SpriteAtlas packing and texture settings.
- `unity_taglayer_add_tag` — Add a new tag to the project.
- `unity_taglayer_set_layer` — Assign a layer to a GameObject, optionally including children.
- `unity_taglayer_set_static` — Set a GameObject as static or not, optionally including children.
- `unity_taglayer_set_tag` — Assign a tag to a GameObject.
- `unity_terrain_add_detail_prototype` — Add a detail/grass prototype to the terrain. Use texturePath for grass billboards or prefabPath for mesh details.
- `unity_terrain_add_layer` — Add a texture layer to the terrain for painting.
- `unity_terrain_add_tree_prototype` — Add a tree prefab prototype to the terrain for tree placement.
- `unity_terrain_create` — Create a new Terrain in the scene with configurable size and heightmap resolution.
- `unity_terrain_create_grid` — Create a grid of connected terrain tiles for large worlds. Automatically sets up terrain neighbors for seamless LOD transitions.
- `unity_terrain_export_heightmap` — Export terrain heightmap to a RAW file or PNG texture.
- `unity_terrain_fill_layer` — Fill the entire terrain with a single texture layer (sets that layer to 100% everywhere).
- `unity_terrain_flatten` — Flatten the entire terrain to a uniform height.
- `unity_terrain_import_heightmap` — Import a heightmap from a RAW file or texture asset into the terrain.
- `unity_terrain_noise` — Apply Perlin noise to the entire terrain heightmap. Great for generating natural-looking terrain.
- `unity_terrain_paint_detail` — Paint terrain detail/grass at a normalized position with a brush.
- `unity_terrain_paint_layer` — Paint a terrain texture layer at a normalized position with brush radius, opacity and falloff.
- `unity_terrain_place_trees` — Place trees on the terrain. Supports random scatter over an area or manual positions. Scatter mode supports steepness and altitude filtering.
- `unity_terrain_raise_lower` — Raise or lower terrain height at a normalized position with a brush radius and falloff. Use positive delta to raise, negative to lower.
- `unity_terrain_resize` — Resize an existing terrain
- `unity_terrain_scatter_detail` — Randomly scatter detail/grass across the entire terrain or a region.
- `unity_terrain_set_height` — Set terrain height at a position with optional radius falloff. Coordinates are normalized (0-1).
- `unity_terrain_set_heights_region` — Set heights for a rectangular region of the heightmap. Heights are normalized 0-1.
- `unity_terrain_set_holes` — Create or fill holes in the terrain at a region. Holes make the terrain transparent and non-collidable.
- `unity_terrain_set_neighbors` — Set terrain neighbor connections for seamless LOD transitions between tiles.
- `unity_terrain_set_settings` — Modify terrain rendering and physics settings like pixel error, base map distance, detail density, etc.
- `unity_terrain_smooth` — Smooth terrain heights at a normalized position to reduce sharp edges. Uses kernel averaging.
- `unity_texture_set_import` — Set texture import settings: type, compression, max size, filter mode, wrap mode, mipmaps, etc.
- `unity_texture_set_normalmap` — Quick-set a texture as a Normal Map.
- `unity_texture_set_sprite` — Quick-set a texture as a Sprite with optional pixels-per-unit and single/multiple mode.
- `unity_ui_create_canvas` — Create a UI Canvas with an EventSystem. Render modes:
- `unity_ui_create_element` — Create a UI element: text, image, button, panel, slider, toggle, or inputfield.
- `unity_ui_set_image` — Set properties on a UI Image component (color, sprite, imageType, raycastTarget).
- `unity_ui_set_text` — Set properties on a UI Text component (text content, fontSize, color, alignment).
- `unity_uma_register_assets` — Register UMA assets (Slot, Overlay, or WardrobeRecipe) in the UMA Global Library so they are available at runtime.
- `unity_undo` — Undo the single most recent step on Unity
- `unity_undo_last` — Revert the most recent undoable MCP action as a whole (create/edit/boolean, not one internal step — each write runs in its own named undo group). With agentId, targets that agent

## Related servers

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## For agents

This record is a snapshot. Live verdicts and the full registry:

- Check every server in your MCP config at once: `npx -y policylayer stack`
- Vet a server before you add it: install the mcp-precheck skill — `npx skills add https://policylayer.com` (skill text: https://policylayer.com/skill.md)
- Query the registry over MCP: endpoint `https://api.policylayer.com/mcp` — tools `check_mcp_server`, `check_mcp_stack`, `check_tool`, `search_registry`, `get_change_events`

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Source: the PolicyLayer MCP registry — one continuously verified record per MCP server. Full record: https://policylayer.com/registry?q=anklebreaker-studio-unity-mcp-server · API: https://policylayer.com/registry/api · Recommended policies for every tool: https://policylayer.com/policies/anklebreaker-studio-unity-mcp-server
