Most Unity AI integrations let an agent write C# and hope. This one hands it the editor: open a scene, press Play, run code in the live session, read the console and record the run. When a value needs a human eye, the agent opens it for you in the Tuner, and when it's done it shows you a report.
unity_editor_status
unity_open_scene
unity_stop_play
unity_refresh
unity_relaunch
unity_shutdown
unity_exec
unity_screenshot
unity_video
unity_logs
unity_trace
unity_resolve_dialog
unity_tuner
unity_clip
satura_report
unity_scratchpad
unity_scratchpad_copy
satura_env_files
satura_exec
unity_source
unity_docs
A coding agent can write a Unity system in a minute, but it usually can't press Play or read the console. So you run it and paste back the errors.
This Model Context Protocol server exposes a live Unity editor as tools, so the agent runs its own experiment and reads the result.
Satura Space writes the server into .mcp.json, .claude/settings.local.json, .cursor/mcp.json and Codex's config, so Claude Code, Codex and Cursor come pre-wired, with no API key. It talks to the editor over local loopback.
A narrow tool does one thing per round trip, and its schema rides along in every request. That's why the largest catalog hides 269 of its 347 tools behind a discovery proxy.
The widest tool here is a compiler: unity_exec runs a C# body in the live editor, so one call can place twelve objects, wire them and report back. It reaches every Editor API and package you have, and your project's handles.
The named tools do what C# inside the editor can't: relaunch it, clear a native modal blocking its main thread, read Unity's source or work the app around it.
RUNNING, BUSY or DOWN, plus play state, open and unsaved scenes, dialogs, compile errors and stream fps..mp4.SaturaLog tag files, per player, filtered. Works while the editor boots, crashes or is off..anim keys, tangents, events and settings.report.tsx: checks, the run video, logs and before and after shots, in a panel next to its terminal.git add can't sweep in your keys.page: click, add players, set the stream, open a video or report, read logs, start helper agents.Player count, stream resolution and other agents' tabs live in Satura Space, and satura_exec covers them over Chromium's DevTools protocol, so your cursor and focus stay put. By default nothing is drawn on screen while a script runs. Drift, the Satura Space mascot, comes in only when you ask: press Ask Drift in a Tuner, or ask the agent to show you. Then Drift does each step on screen and pauses when you use the window.
agents.spawn starts a helper agent in a new tab, and its report lands in the parent's terminal. An agent can run four at a time. Scripts get no file access and 60 seconds by default.
MCPModel Context Protocol, over stdio. 21 tools against a live editor.
Claude · Codex · CursorWritten into .mcp.json and the per-agent config for you.
Local onlyLoopback and a file bridge. No cloud, no API key, no prompt proxying.
Version-pinnedUnityCsReference and ScriptReference matched to your editor version.
Claude Code, Codex and Cursor. Any MCP client can be pointed at it, and other agents still work in a normal shell. See coding agents.
No. The server runs locally and everything rides local loopback. Crash reports are anonymous and scrubbed.
Tools return BLOCKED BY DIALOG in about a second instead of hanging, and unity_resolve_dialog clears it from outside the editor process.
Twenty-one tools, registered for you, on a Unity session that's already running.