Control and verify a live Unity Editor through a local, low-token MCP server.
io.github.NotNull92/hera-agent-unity MCP Server
The io.github.NotNull92/hera-agent-unity MCP server provides a way to “control and verify a live Unity Editor” via a “local, low-token MCP server.” It is intended for development workflows around Unity, pairing an MCP interface with Unity Editor operations.
🛠️ Key Features
Controls a live Unity Editor
Verifies Unity Editor state
Runs as a local, low-token MCP server
🚀 Use Cases
Automating Unity Editor interactions
Validating or checking Unity Editor behavior during development
⚡ Developer Benefits
Integrates with MCP-based tooling for Unity automation
Supports workflows involving C# and developer tooling
⚠️ Limitations
Scope appears limited to controlling and verifying a live Unity Editor
Low-token Unity Editor control for AI coding agents.
Let Codex, Claude, Cursor, Copilot, and AntiGravity inspect and change your live Unity project — no MCP setup for the default CLI path, no Python server.
hera-agent-unity is a low-token CLI that lets AI coding agents control a running Unity Editor.
Think of it like a remote control for the live Editor:
You want the AI to...
Hera lets it...
See if Unity is open
ask the real Editor
Run C# code
run it inside your loaded project
Check console errors
read the actual Unity Console
Enter Play Mode
press Play and wait
Create or edit objects
use Unity APIs safely
Build UI
create real Unity UI objects and capture the result
Verify UI input
send Unity EventSystem events without relying on screen coordinates
The AI does not need to guess from stale training data. It can inspect the real Editor, act on it, and check the result.
text
AI agent -> hera-agent-unity -> Unity Editor
Why It Helps
AI often makes mistakes in Unity because it cannot see your Editor.
It may guess:
which scene is open;
which objects exist;
which Unity API exists in your version;
whether Play Mode works;
what error is in the console.
Hera fixes that by letting the AI ask Unity directly.
bash
hera-agent-unity status
hera-agent-unity console --type error
hera-agent-unity exec"return Application.unityVersion;"
hera-agent-unity editor play --wait
No Python server. The production-default CLI path needs no MCP config or special
agent plugin. CLI v0.1.0+ also includes an experimental, default-off stdio MCP
adapter for intentionally configured MCP clients. See
docs/MCP.md for setup and compatibility boundaries.
What's New
v0.1.3 - package-backed MCP discovery
This follow-up patch publishes the existing default-off stdio MCP adapter
through the official MCP Registry without changing the Unity Connector or
normal CLI path.
Release change
What it means
Official MCP identity
io.github.NotNull92/hera-agent-unity exactly matches the case-sensitive GitHub OIDC namespace and links the registry entry to npm.
Reproducible local launch
Registry clients receive the fixed mcp --transport stdio --profile core arguments and HERA_MCP_ENABLED=1 opt-in.
Ordered trusted publication
GitHub Actions publishes npm first, then uses GitHub OIDC and a checksum-pinned publisher for the MCP Registry.
Connector unchanged
The released Unity package remains Connector 0.0.80; CLI and Connector versions stay independent.
v0.1.1 - hardened contracts, recovery, and release evidence
This release tightens the completed CLI + optional MCP architecture without
replacing its proven Unity execution core.
Release change
What it means
Versioned execution metadata
Current single-command clients send hera.execution/1; unsupported future versions fail before approval, journaling, or Unity execution.
Stronger recovery boundaries
Stale catalogs, abandoned ledger entries, partial Hera Settings reads, stale config locks, and uncertain mutation timeouts now fail or recover explicitly.
Smaller Compact discovery
tool_describe can return one action contract instead of an entire multi-action tool; the largest measured case is about 92% smaller.
Repeatable release gates
Generated Go/C# contract drift, five Unity compile buckets, isolated NUnit package tests, race tests, and catalog payload budgets have reproducible checks.
Connector 0.0.80
The UPM package carries the matching runtime hardening and release-gate changes; CLI and Connector versions remain independent.
The normal CLI remains the production default. MCP remains optional,
default-off, and stdio-only.
v0.1.0 — safe multi-Editor targeting and an optional MCP adapter
This release completes the M0-M17 adapter migration without replacing the
normal CLI. MCP is shipped as an experimental, stdio-only, environment-gated
option; the typed CLI and localhost Unity Connector remain the production
default.
Why make this migration?
More AI applications now speak MCP as a common way to discover and call tools.
Hera already had a small, efficient CLI and a proven Unity execution path, so
rebuilding the product around MCP would have duplicated that work and changed a
workflow that existing users rely on. Instead, v0.1.0 adds a thin translator at
the edge: an MCP-capable AI can speak its familiar protocol while Hera keeps
executing the same validated CLI and Connector operations underneath.
Think of the CLI as Hera's compact dedicated remote control. The MCP adapter is
a small plug converter that lets a different device use that remote; it does
not replace the remote with a larger control panel.
How does it work?
The path is AI client → optional MCP adapter → existing Hera execution core → localhost Connector → the selected Unity Editor. The adapter searches and
describes tools, validates the requested operation, applies the same safety
policy, and then hands the call to Hera's existing execution path. It does not
open Unity to the network, replace the Connector, or silently relax approvals.
Unsupported approval or operation-ledger features fail closed instead of
guessing that an operation is safe.
Does it make Hera more accurate?
MCP by itself does not make an AI smarter, and the adapter does not use a
different Unity execution engine. Accuracy improves at the delivery layer: an
exact normalized project path prevents a request from drifting to another open
Editor; strict live contracts reject malformed or outdated arguments; and a
fresh heartbeat distinguishes a domain reload, an Editor restart, a lost
target, and a port that another project has taken over. Operation IDs and the
Connector ledger also prevent an uncertain response from becoming the same
mutation twice.
In everyday terms, Hera now checks both the full delivery address and the
receipt before acting. That reduces wrong-project calls, invalid requests, and
duplicate changes. It does not guarantee that the AI's design decision is
correct, replace Unity tests, or prove a numerical accuracy improvement. No
repository benchmark currently supports an “X% more accurate” claim; the
measurable promise is narrower: detect more ambiguous or stale connection
states and stop safely instead of guessing.
The first retained end-to-end game-creation run is the
Crystal Forge real-world benchmark.
It reached the correct playable result only after several repairs; first
attempt success was not achieved. It is a regression baseline, not an
MCP-versus-CLI A/B result or proof of higher model accuracy.
Does it use more tokens?
The normal CLI path has no new token cost because it has not changed. MCP adds
some unavoidable protocol metadata, so token use is not guaranteed to be
identical and depends on the AI client and the task. Hera limits that overhead
in two ways: Profile exposes a small, stable native surface, while Compact MCP
registers only three gateway tools — search, describe, and call — and fetches a
tool's details only when they are needed. The large Full surface remains an
explicit diagnostic option rather than the default.
There is not yet a repository benchmark that proves exact CLI/MCP token parity.
The design goal is therefore honest and narrower: preserve the CLI's current
cost, and make MCP compatibility pay as little up-front context cost as
possible.
Why borrow Compact MCP if Hera is CLI-first?
Hera's principle is low-token, verifiable Unity control — not loyalty to one
protocol. Refusing MCP completely would isolate Hera from compatible AI hosts;
adopting a conventional “register every tool” MCP design would send a large
catalog of names, descriptions, and schemas into context before most of it was
needed. v0.1.0 deliberately uses MCP only as the outside language and keeps the
CLI as the production core. Compact exposure preserves the original philosophy
by making compatibility on-demand instead of turning compatibility into a
permanent token tax.
Release change
What it means
Project-aware Editor selection
Full normalized project paths identify Editors; ports are treated as temporary endpoints and ambiguous matches fail.
Safe response-loss recovery
Hera detects domain reloads, Editor restarts, lost targets, and port reuse before any eligible retry. Non-idempotent mutations are never blindly repeated.
Game Feel Mode covers how a screen moves. De-slop Mode covers how it sits
still: the tells that make generated UI look generated. The taxonomy ships
inside the connector (0.0.63 and up), so there is nothing to fetch.
What it does
Why it works that way
49 tells across five areas, fixed in order A → B → C → D → E
An upstream fix dissolves the conflicts a downstream one would hit
Every tell carries a uGUI and a UI Toolkit check
The UI Toolkit side is written against the USS vocabulary each Unity version actually ships
Findings are predicates, re-measured against the live scene
A checklist that stores "done" goes stale; one that measures cannot
Spacing and type scales resolve against a 1280x720 reference
Absolute pixels mean nothing until the reference resolution is stated
Repeated interactive cells are never flattened
Nested surfaces in game UI are usually functional — inventory slots, hotbars, HUD panels
The latest published CLI release is v0.1.3 (August 4, 2026). Its released
Unity package is Connector 0.0.80. CLI and connector versions are
intentionally separate.
Current highlight
Simple meaning
Versioned and stale-safe execution
Requests carry an explicit execution version and live catalog hash, so incompatible or outdated calls stop before Unity changes.
Smaller Compact discovery
Action-specific describe avoids returning unrelated action contracts while preserving the existing full-tool form.
Recovery hardening
Ledger, settings, config-lock, timeout, and MCP lifecycle states now have explicit fail-closed behavior.
Repeatable release evidence
Five Unity compile buckets and the isolated Connector NUnit gate are automated and leave fixture manifests unchanged.
MCP Registry discovery
The npm package carries verified MCP ownership metadata and a reproducible local stdio launch contract.
Release compatibility matrix:
Unity Editor
Connector 0.0.80 exact-source compile
2022.3.62f2
PASS
2023.2.22f1
PASS
6000.0.35f1
PASS
6000.3.5f2
PASS
6000.5.6f1
PASS
The preceding Connector 0.0.75 also passed clean UPM import and runtime checks
across the same matrix. Evidence: Unity compatibility inventory
This is the main idea: do not guess the UI. Measure it. During ui_doc apply,
Hera also reports the active official uGUI docs bucket (2022.3, 2023.2,
6000.0, 6000.3, or 6000.5), deterministic fixes, and remaining
diagnostics so the agent can correct version-specific uGUI structure.
UI Systems
ui_system makes the output backend explicit. Set it in asset-config.json;
each UI request stays within the selected backend. Hera never guesses from the
scene or silently switches systems; a mismatched ui_doc.backend is rejected
before any scene or asset mutation.
Backend
Best for
Hera emits
ugui (default)
Canvas-based UI
GameObjects and RectTransforms
uitk
Runtime UI Toolkit layout
Validated UXML, shared USS, PanelSettings, and UIDocument
Choose uitk when the project uses runtime UI Toolkit:
The UITK document uses backend: "uitk", exact runtime element names,
reflection-validated UXML attributes, and reflection-validated USS properties.
Generated files live under Assets/HeraGenerated/UI.
Requirement
UI Toolkit v1 behavior
Screen-space
Default on every supported Editor
World-space
Only on live Unity runtime 6000.2+; independent of the documentation-bundle bucket
Validation
Exact reflected runtime element, attribute, and USS-property schema
Some agent environments cannot capture a reliable Unity screenshot state, so they refuse physical coordinate clicks. Hera's input command gives agents a separate Unity-level QA path.
input uses Unity's uGUI EventSystem.RaycastAll and ExecuteEvents pointer handlers. It can prove that the Unity UI event path works, including blockers, handlers, interactability, submit, scroll, and drag behavior.
Input work and diagnostics are bounded before dispatch: hold_ms ≤ 5000, settle_frames ≤ 120, steps ≤ 120, click_count ≤ 3, and max_results ≤ 100 (default 50). Invalid values return INPUT_INVALID_PARAM.
It is not a physical OS/window click. Report evidence separately:
QA criterion
How to report
Unity EventSystem input QA
PASS/FAIL from input inspect, input click, callbacks, console logs, and Play Mode tests.
Physical OS click QA
BLOCKED if Computer Use still cannot capture Unity screenshot state or use a native window input backend.
AI can make a game that works. Game Feel Mode (Beta) helps it make a game that feels right.
When this mode is on, agents working through Hera get game-feel guidance for gameplay itself — screen shake, hit stop, knockback, control feel (coyote time, input buffering), camera work, sound design, reward presentation — with concrete parameters (px, seconds, %, Hz) from the Game Feel & Juice Bible and the Ethical Engagement Game Feel Framework.
The ethics are built in, not bolted on. Every recipe carries its constraints — screen-shake intensity options, flash-reduction for photosensitivity, honest reward presentation, transparent probabilities — so what the agent builds passes the ethics checklist by construction (Honest Juice: presentation intensity must match real achievement).
Three surfaces work together:
hera-agent-unity game_feel <topic> — the bundled knowledge base (54 topics, ethics listed first), always available
doctor --agent-rules — injects the core principles + workflow when the mode is on
Tool hints — adding a Camera / ParticleSystem / AudioSource / Rigidbody / Light / Animator via manage_components points the agent at the matching topics
Guidance only — Hera never attaches runtime components for you.
Turn it on in Unity:
text
HeraAgent -> Hera Settings -> Game Feel Mode (Beta)
Or from the CLI: hera-agent-unity asset-config gamefeel on
Game Feel UI Mode (Beta)
AI can make a button that works. Game Feel UI Mode (Beta) helps it make a button that feels like a game.
When this mode is on, Hera adds an agent_hint to UI creation results. The hint gives concrete game-feel recipes: hover scale, press squash, release bounce, popup overshoot with symmetric choice buttons, rarity-laddered reward presentation, count-up numbers with critical specs, dual-response health bars, charge/cooldown patterns, ECN-DMN density guidance, haptics, and accessibility baselines. Each hint ends with a pointer into the game_feel knowledge base's ui category — per-element spec tables, cognitive-load theory, choice-symmetry ethics, and 2026 trends — for depth on demand.
It is guidance, not runtime bloat. Hera does not attach heavy gameplay components for you. The agent receives the recipe, then applies the animation or feedback through normal Unity edits.
The uGUI fixer is separate from the game-feel recipe: ui_doc apply always reports
manual-backed fixes / diagnostics, while Game Feel UI Mode (Beta) only adds optional
game-feel guidance in agent_hint.
Turn it on in Unity:
text
HeraAgent -> Hera Settings -> Game Feel UI Mode (Beta)
Or from the CLI: hera-agent-unity asset-config gamefeel-ui on
If DOTween is enabled in the same Hera Settings panel, the hint suggests DOTween-style tweens. If not, it falls back to coroutine or lerp-style guidance.
Game Feel Mode covers how a screen moves. De-slop Mode covers how it sits still — the statistical tells that make generated UI look generated: reflexive decoration, undisciplined containers, spacing picked by eye, decorative italics, rainbow palettes.
The bundled ui_slop taxonomy groups these into five areas, and fixes land in that order so an upstream fix dissolves the conflicts a downstream one would hit:
Spacing — the ladder, density, grouping, dead whitespace
D
Typography — italics, font roles, type scale, Hangul typesetting
E
Color — semantic roles, palette discipline, WCAG contrast
Every tell carries a uGUI check and a UI Toolkit check, written against the USS vocabulary each Unity version actually ships, plus the mechanical fix and the functional cases that must not be treated as slop — nested surfaces are usually legitimate in game UI, so repeated interactive cells like inventory slots are never flattened.
bash
hera-agent-unity ui_slop # taxonomy index by area
hera-agent-unity ui_slop box-in-box # one tell: check, exception, fix
The tool is always available. Turning the mode on additionally makes doctor --agent-rules inject the de-slop discipline and manage_components add point at the relevant tell:
Or from the CLI: hera-agent-unity asset-config uislop on
Ultra Hera
Ultra Hera
Hera's signature verification mode for AI-assisted Unity work.
Ultra Hera helps an AI agent check its Unity work before it says "done".
Ultra Hera is Hera's safety belt for AI Unity work.
When an AI changes code, a scene, or the Inspector, it can be wrong in small ways: Unity may not compile, the Console may have errors, a GameObject may not have the component you expected, or Play Mode may fail after the edit.
Ultra Hera gives the agent a simple rule:
text
Do the work. Check the work. Only then report the result.
It does not replace the AI. It tells the AI how carefully to verify Unity work after using Hera.
Find it here:
text
HeraAgent -> Hera Settings -> Ultra Hera
Modes:
Mode
Simple meaning
Off
No extra checking rule.
Light
Default. The agent does a small check after every Unity task, so it does not finish in a clearly wrong state.
Ultra
The agent uses Light checks for every task, then upgrades important requests to stronger checks like tests, Play Mode, Inspector reads, screenshots, or ui_doc capture.
Think of the modes like this:
Mode
Like a...
What it checks
Light
Quick seatbelt check
"Did Unity compile? Are there Console errors? Did the thing I changed really change?"
Ultra
Full pre-flight check
"Does it compile, run, look right, and match the user's request with evidence?"
Use Light for everyday coding and Inspector edits. Use Ultra when the user says things like "verify exactly", "play it and confirm", "match the UI", or "check the Inspector too".
What Ultra Hera makes agents do better:
Check Unity instead of guessing.
Read only the state they need.
Compile after edits.
Read real Console errors.
Re-check the changed GameObject, component, asset, or UI.
Use Play Mode, tests, screenshots, or ui_doc capture when the task needs stronger proof.
Report short evidence instead of a vague "it should work".
hera-agent-unity test --mode EditMode
hera-agent-unity test --mode PlayMode
hera-agent-unity editor play --wait
hera-agent-unity screenshot --view game
hera-agent-unity ui_doc capture --out ...
The goal is simple: the agent should not close the task while Unity is still broken.
Unity Versions
Unity version
Status
Notes
2022.3 LTS
Supported
Verified on 2022.3.62f2.
2023.2
Supported
Verified on 2023.2.22f1.
6000.0 - 6000.4
Supported
Unity 6.
6000.5+
Supported
Uses Unity's newer object ID system when needed.
Older than 2022.3
Not supported
Minimum supported version is Unity 2022.3.
Add Project Rules For Agents
Put Hera rules in your Unity project so agents know how to use it before they start guessing.
Codex users can add the publisher-owned marketplace directly:
bash
codex plugin marketplace add NotNull92/hera-agent-unity --ref main
Then open Codex, run /plugins, choose Hera Agent Unity, and enable Hera Unity. The same plugin is also mirrored by the HOL awesome-codex-plugins and awesome-ai-plugins catalogs.
For the standalone Agent Skill without the plugin marketplace:
use find_gameobjects --ids when the next command only needs object IDs;
return null from side-effecting exec calls;
do not return big Unity objects directly;
read console --type error instead of guessing errors.
How It Works
text
Terminal / AI agent
|
| hera-agent-unity command
v
Go CLI
|
| localhost HTTP
v
Unity Editor package
|
| Unity main thread
v
Scene, Console, Play Mode, Assets, UI
The Unity package starts a small local HTTP server. The CLI sends commands to it. The command runs inside the Editor.
The production default is a normal CLI, so any agent that can run shell commands
can use Hera. CLI v0.1.0+ also includes an experimental, default-off,
stdio-only MCP adapter. It reuses the CLI and localhost Connector execution core
and is not the default. See the MCP adapter guide.
Does it need Python?
No.
Which Unity Editor does it talk to?
Each CLI invocation or MCP process targets one Unity Editor. If several Editor
heartbeats are present, prefer --project with the full project path. Ports are
temporary endpoints chosen from 8090–8099; they may change after an Editor
restart or domain reload. Exact normalized project paths win, a partial project
match must be unique, and --project plus --port must identify the same
Editor. Without a selector Hera prefers a project matching the current working
directory, then the most recent live heartbeat. After a transport failure or
request timeout Hera reads fresh heartbeat state before any safe retry, so it
does not silently follow a port that another project has claimed.
What should I do when it cannot connect?
Run:
bash
hera-agent-unity doctor --json
Also check that the Unity package is installed and Unity has finished compiling.