286 lines
13 KiB
Markdown
286 lines
13 KiB
Markdown
# 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
|
|
|
|
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.
|
|
5. **Release confidence** - Python tests, Unity compile checks, docs builds, and
|
|
compatibility shims for the wide Unity support window.
|
|
|
|
## 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`.
|
|
|
|
| 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. |
|
|
|
|
Generation and import jobs are asynchronous. A request returns a `job_id`, and
|
|
the client polls `action="status"` until the job completes or fails.
|
|
|
|
### Providers
|
|
|
|
- 3D generation: Tripo (default) and Meshy.
|
|
- 3D import: Sketchfab.
|
|
- 2D image generation: fal.ai (default) and OpenRouter.
|
|
|
|
### Setup
|
|
|
|
1. Open **Window > MCP for Unity > Asset Gen** and enter provider API keys.
|
|
2. Enable the tools with `manage_tools`; the `asset_gen` group is off by
|
|
default.
|
|
3. Install **glTFast** from the Dependencies tab for GLB output/import. FBX
|
|
import does not require glTFast.
|
|
|
|
Provider keys are stored in the OS secure store and are not written to project
|
|
assets or `EditorPrefs`.
|
|
|
|
### Usage examples
|
|
|
|
Generation runs through MCP tools or the `asset-gen` CLI, not from the Unity
|
|
GUI. Long-running jobs return a `job_id`; call `action="status"` with that
|
|
`job_id` until the job completes.
|
|
|
|
```text
|
|
generate_model action=generate provider=tripo mode=text prompt="a low-poly oak tree" format=fbx
|
|
generate_model action=generate provider=meshy mode=image image_path=Assets/refs/chair.png
|
|
generate_image action=generate provider=fal mode=text prompt="a pixel-art coin"
|
|
import_model action=search query="wooden chair"
|
|
import_model action=import uid=<uid from search>
|
|
```
|
|
|
|
### Provider caveats
|
|
|
|
- `image_url` points at a hosted image.
|
|
- `image_path` points at a local file, commonly under `Assets/`.
|
|
- Meshy image-to-3D and fal/OpenRouter image-to-image support local
|
|
`image_path` inputs by sending the image inline as a base64 data URI.
|
|
- Tripo image-to-3D currently needs a hosted `image_url`.
|
|
- `transparent` sets the Unity texture import flag only; fal/FLUX does not
|
|
provide transparent-background generation.
|
|
- `width` and `height` are forwarded to fal; OpenRouter's chat API has no size
|
|
control.
|
|
|
|
## 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:
|
|
|
|
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.
|
|
|
|
With BlenderMCP connected, a modeling workflow can export the current Blender
|
|
model and import it through `import_model_file` (FBX by default). BlenderMCP
|
|
handles modeling or generation; MCP for Unity handles import and scene
|
|
placement. The Asset Gen tab shows a best-effort "Blender app detected" status,
|
|
but BlenderMCP itself is configured in the AI client and is not detectable from
|
|
Unity.
|
|
|
|
This is a handoff, not MCP for Unity controlling Blender directly.
|
|
|
|
## Safety model
|
|
|
|
### Opt-in tool group
|
|
|
|
`asset_gen` is not part of the default core tool set. Users must explicitly
|
|
enable it with `manage_tools`.
|
|
|
|
### 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.
|
|
- Docs site reorganized around Getting Started, Guides, Reference,
|
|
Architecture, Contributing, Migrations, and Releases.
|
|
- Tool reference pages are generated from the tool registry.
|
|
- 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/`.
|
|
- Contributors touching shims or version-gated APIs run
|
|
`tools/check-unity-versions.sh` against installed Unity Hub editors.
|
|
|
|
## 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.
|
|
3. Install optional dependencies only when needed. 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.
|
|
|
|
## What is intentionally not in v10
|
|
|
|
- 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: https://coplaydev.github.io/unity-mcp/guides/tool-groups
|
|
- Asset generation tools: https://coplaydev.github.io/unity-mcp/reference/tools/asset_gen/
|
|
- generate_model: https://coplaydev.github.io/unity-mcp/reference/tools/asset_gen/generate_model
|
|
- generate_image: https://coplaydev.github.io/unity-mcp/reference/tools/asset_gen/generate_image
|
|
- import_model: https://coplaydev.github.io/unity-mcp/reference/tools/asset_gen/import_model
|
|
- import_model_file: https://coplaydev.github.io/unity-mcp/reference/tools/asset_gen/import_model_file
|
|
- Tool reference: https://coplaydev.github.io/unity-mcp/reference/tools/
|
|
- Unity compatibility shims: https://coplaydev.github.io/unity-mcp/architecture/unity-compat
|
|
- Project roadmap: https://coplaydev.github.io/unity-mcp/architecture/project-roadmap
|