--- title: v10 - Asset Generation and Docs Refresh author: MCP for Unity Maintainers date: 2026-06-30 --- # MCP for Unity v10 Release Notes These notes cover v10: the full major-version change from v9.0.0, the new AI asset generation/import surface, secure provider-key storage, Blender/local-file handoff, and the README/docs/brand refresh. For this comparison, **v9 means `v9.0.0`**, not the last v9 patch. The `v9.7.3` tag is still useful for the release-to-release changelog, but it already contains much of the v9 tool expansion. ## What changed since v9.0.0 At `v9.0.0`, MCP for Unity exposed 29 MCP tool entrypoints around the core Unity Editor loop: scenes, GameObjects, components, scripts, prefabs, assets, materials, shaders, VFX, console reads, editor refresh, async tests, custom tools, and batch execution. The v10 release exposes 47 MCP tool entrypoints across 10 groups: `core`, `animation`, `asset_gen`, `docs`, `probuilder`, `profiling`, `scripting_ext`, `testing`, `ui`, and `vfx`. | Area | `v9.0.0` baseline | v10 release | | --- | --- | --- | | Tool catalog | 29 MCP tool entrypoints, with most tools registered directly into one visible surface. | 47 MCP tool entrypoints across grouped domains. | | Tool visibility | No decorator-level group metadata and no `manage_tools` workflow for user-controlled visibility. | Tool registry has named groups; `core` is enabled by default and non-core groups are opt-in. | | Editor automation domains | Core scene/object/component/script/asset/prefab/material/shader/VFX/test/editor operations. | Adds build orchestration, camera/Cinemachine control, render pipeline and graphics operations, package management, physics, animation, UI Toolkit, profiling, ProBuilder, and procedural texture generation. | | Asset creation/import | Existing asset management and VFX/shader/script tools could create or modify project content, but external generation providers were not part of the product surface. | Adds the `asset_gen` group for Tripo/Meshy model generation, fal.ai/OpenRouter image generation, Sketchfab import, and local FBX/OBJ/glTF handoff from tools such as Blender. | | API lookup and docs | API discovery depended on external docs or local project inspection. | Adds `unity_docs` and `unity_reflect`, plus generated tool/resource reference docs. | | Safety model | Core tool execution, custom tools, async test polling, and instance routing were present. | Adds group-gated high-power tools, secure provider-key storage in Unity, project-scoped import hardening, archive/path validation, and more test coverage around transport, tool registry, provider adapters, and Unity compatibility. | | Editor UI and docs | The window focused on connection/client setup and the docs grew around accumulated features. | Adds tool/resource visibility flows, Asset Gen setup, glTFast dependency guidance, refreshed README/docs navigation, icons/social assets, and consistent "MCP for Unity" product naming. | Added MCP tool entrypoints since `v9.0.0`: `execute_code`, `generate_image`, `generate_model`, `import_model`, `import_model_file`, `manage_animation`, `manage_build`, `manage_camera`, `manage_graphics`, `manage_packages`, `manage_physics`, `manage_probuilder`, `manage_profiler`, `manage_texture`, `manage_tools`, `manage_ui`, `unity_docs`, and `unity_reflect`. ## What v10 is about v10 is organized around five concrete changes: 1. **A larger grouped tool surface** - the catalog grows from 29 to 47 MCP tool entrypoints, with high-power domains split into opt-in groups. 2. **Asset generation and import** - first-class MCP tools for generating 3D models, generating 2D images, importing marketplace models, and handing off local files from tools like Blender. 3. **Safer agent operations** - provider keys stay in the Unity Editor, tools are opt-in by group, long-running jobs are explicit and pollable, and file writes are constrained to project assets. 4. **Clearer product surface** - refreshed README, docs site, branding, and distribution metadata make it easier to understand what the project does and where to start. 5. **Release confidence** - Python tests, Unity compile checks, docs builds, and compatibility shims keep the wide Unity support window practical. ## AI Asset Generation The headline v10 feature is the new `asset_gen` tool group. It is disabled by default like other non-core tool groups, and can be enabled with `manage_tools`. The group contains: | Tool | Purpose | | --- | --- | | `generate_model` | Generate 3D models from text or image prompts through providers such as Tripo and Meshy. | | `generate_image` | Generate 2D images through providers such as fal.ai and OpenRouter. | | `import_model` | Search and import downloadable Sketchfab models. | | `import_model_file` | Import a local model file already on disk, such as an FBX/OBJ/glTF exported from Blender. | The tools use asynchronous job semantics for long-running work. A generation or import request returns a `job_id`; clients then call the corresponding `action="status"` operation until the job completes or fails. This keeps MCP calls responsive and gives agents a predictable pattern for progress reporting. ### Provider keys Asset providers are bring-your-own-key. Keys are entered in the Unity Editor's Asset Gen tab and stored in the operating system secure store: - macOS: Keychain - Windows: Credential Manager - Linux: libsecret / Secret Service compatible tooling Keys are not written to project assets, `EditorPrefs`, generated docs, or MCP tool parameters. The MCP client can request a generation job, but it does not receive provider credentials. ### Local image inputs v10 distinguishes hosted image inputs from local project images: - `image_url` points at an externally hosted image. - `image_path` points at a local file, commonly under `Assets/`. Meshy image-to-3D and fal/OpenRouter image-to-image can accept local image files by sending the image data inline as a base64 data URI. Tripo image-to-3D still requires a hosted `image_url` until an upload flow is wired. ### Blender handoff The `import_model_file` tool creates a clean boundary between DCC generation and Unity import. BlenderMCP or another modeling workflow can create/export a model, then MCP for Unity imports that local file into the Unity project and can place it in the scene. This is a handoff, not MCP for Unity controlling Blender directly: 1. The modeling tool creates or exports the asset. 2. MCP for Unity imports the file with `import_model_file`. 3. The Unity agent uses existing scene, material, prefab, and build tools to wire the asset into the project. ## Safety model Asset generation makes the bridge more powerful, so v10 calls out the guardrails around provider calls and file import. ### Opt-in tool group `asset_gen` is not part of the default core tool set. Users must explicitly enable it with `manage_tools`, which keeps routine MCP sessions focused and limits accidental provider calls. ### Project-scoped imports Generated and imported assets resolve into the Unity project's `Assets/` folder, with traversal and unsafe paths rejected. Archives are extracted through allowlisted import paths and extensions rather than blindly writing every file a provider returns. ### No hidden spend Generation calls go to third-party providers using the user's own API keys: - MCP for Unity does not bundle provider credits. - Provider pricing, rate limits, and content policies are controlled by the provider. - Enable the tool group only when you intend to call generation or import providers. ## Docs and brand refresh v10 also updates the project front door: - README trimmed into a clearer front door: what the project does, quickstart, community, advanced links, and citation. - Docs site reorganized around Getting Started, Guides, Reference, Architecture, Contributing, Migrations, and Releases. - Tool reference pages are generated from the tool registry so the docs match the Python MCP layer. - Distribution and analytics docs are explicit about what is measured and what is not. - Branding now consistently uses **MCP for Unity** in user-facing UI and docs. ## Compatibility posture v10 continues the existing compatibility promise: - Unity 2021.3 LTS remains the package floor. - Unity 6.x stays in the supported matrix. - Known Unity API changes route through compatibility helpers under `MCPForUnity/Runtime/Helpers/` instead of scattering `#if UNITY_*` gates across tool code. - When touching shims or version-gated APIs, run `tools/check-unity-versions.sh` against installed Unity Hub editors. The CoreCLR 6.8 path matters here. Deprecation fixes belong in one shim layer, not at every call site. ## Upgrade notes from v9 1. **Update the Unity package** to v10. Use the `main` branch for the latest stable release, or pin `v10.0.0` when you need this exact release. Use `beta` only for post-v10 preview builds. 2. **Reconfigure MCP clients** if the package prompts you to, especially after transport or server URL changes. 3. **Install optional dependencies** only when needed. For example, GLB import uses glTFast; FBX import does not require that package. 4. **Enable `asset_gen` explicitly** with `manage_tools` before calling asset generation tools. 5. **Add provider keys in Unity**, not in MCP client config files. 6. **Keep generated assets under review** before committing them. Provider output can be large and belongs in the same review path as other binary project assets. ## What is intentionally not in v10 Call these out to avoid confusing expectations: - No hosted MCP for Unity asset-generation credits. - No guarantee that every provider supports every input mode. - No automatic BlenderMCP configuration from Unity. - No promise that provider-generated assets are production-ready without artist review. - No change to the rule that non-core tool groups start disabled. ## Final comparison **Major-version comparison**: https://github.com/CoplayDev/unity-mcp/compare/v9.0.0...v10.0.0 **v9.7.3 patch comparison**: https://github.com/CoplayDev/unity-mcp/compare/v9.7.3...v10.0.0 ## Troubleshooting ### `asset_gen` tools do not appear The `asset_gen` group is disabled by default. Enable it with `manage_tools`: ```text manage_tools action=activate group=asset_gen ``` If the tools still do not appear, refresh/reconnect the MCP server in the client. Some clients cache tool lists until the server is restarted or refreshed. ### Provider key missing Generation providers are bring-your-own-key. Add keys in Unity's **Asset Gen** tab. Do not place provider keys in MCP client config files, prompts, project assets, or generated docs. ### GLB import fails or has missing geometry/materials GLB/glTF import depends on **glTFast**. Install it from the Dependencies tab or via Package Manager before importing GLB assets. FBX imports do not require glTFast. ### Tripo image-to-3D rejects `image_path` Tripo image-to-3D currently needs a hosted `image_url`. Local `image_path` inputs are supported by Meshy image-to-3D and fal/OpenRouter image-to-image, where the image can be sent inline as a base64 data URI. ### Generated or imported files are larger than expected Provider output can include large binary assets. Review generated files before committing them, keep generated output under `Assets/Generated/` when possible, and avoid committing experimental provider output that is not needed by the project. ### Archive import is rejected Archive extraction is intentionally constrained. Provider archives may be rejected when they contain unsupported extensions, traversal paths, scripts, or files outside the import allowlist. Import the model again with a supported format or inspect the archive before bringing it into the Unity project. ## Related docs - [Tool groups](/guides/tool-groups) - [Asset generation tools](/reference/tools/asset_gen/) - [`generate_model`](/reference/tools/asset_gen/generate_model) - [`generate_image`](/reference/tools/asset_gen/generate_image) - [`import_model`](/reference/tools/asset_gen/import_model) - [`import_model_file`](/reference/tools/asset_gen/import_model_file) - [Generated tool reference](/reference/tools/) - [Unity compatibility shims](/architecture/unity-compat) - [Project roadmap](/architecture/project-roadmap)