Chapter 9 of 15 11 min intermediate

What The Tools Actually Do

A reference for the Unity MCP tool surface

Verified against a working setup on 2026-08-10

Knowing what is on the menu changes how you prompt. Ask for "check my scene" and the model picks a tool; ask for "profile the frame and show the worst samples" and it picks a better one. This chapter is the menu.

Tool families below are from the official Unity AI Relay (1.0.12-build.97), read live from a connected Editor. The community server exposes the first four families and none of the last four.

Reading your project

Tool familyWhat it doesReach for it when
ConsoleReads errors, warnings, logsAlways. This is the highest-value read tool.
Project dataAsset taxonomy and countsOrienting in an unfamiliar project.
Find / grepSearches assets and file contents"Where is this referenced?"
SceneReads the open scene hierarchyDiagnosing setup problems.
GameObjectInspects components and values"Why does this object behave oddly?"
These five are read-only and safe to allow permanently. Most of MCP's value is here — you can get almost all of it without ever letting a model write.

Changing your project

Tool familyWhat it doesRisk
Script create / editWrites and patches C# filesLow on a clean branch — git shows you everything.
Script validateChecks a script compilesNone. Pair it with every edit.
GameObject manageCreates objects, sets valuesHigh. Scene diffs are hard to read.
Scene manageOpens, saves, modifies scenesHigh. Can overwrite unsaved work.
Asset manageCreates, moves, deletes assetsHigh. Moving assets rewrites .meta files.
Menu itemRuns any Editor menu commandHighest. A menu item can do anything.
The script validate tool is the underrated one. A model that writes code and then checks it compiled catches its own mistakes before you ever see them. Ask for it explicitly — "then verify it compiles".

Tools only the official relay has

These are the reason to prefer the official relay on Unity 6.3, and they change what you can ask for.

FamilyWhat it exposesWhy it matters
ProfilerFrame timings, GC allocations, countersPerformance work stops being guesswork.
Scene view captureRenders the scene to an imageThe model can look at your level.
Camera captureRenders through a game cameraChecking what the player sees.
Asset generationMaterials, textures, animation clipsBlocking out placeholder art.
Shader manageReads and writes shadersShader errors are miserable by hand.
Package managerQueries installed packages"Which Input System version am I on?"

The profiler family is the genuinely new capability. A model that can read GC allocation data can find the exact line allocating every frame — the problem object pooling exists to solve, and the one that is most tedious to hunt by hand.

A permission policy that holds up

GroupPolicyReasoning
Console, search, read sceneAlways allowNo side effects, most of the value.
Profiler, captureAlways allowRead-only.
Script write, validateAllow per sessionRecoverable via git.
GameObject, scene, assetAsk each timeHard to review after the fact.
Delete, menu itemAsk each timeUnbounded blast radius.

What to take away

  • The read tools carry most of the value and none of the risk.
  • Pair every script edit with the validate tool.
  • Profiler and capture tools exist only on the official relay.
  • Menu-item execution is the single most dangerous tool. Keep it on ask.