Universal Framework for Unified Creative Pipeline
Core Toolchain
-
Modeling & Sculpting
- Blender (open-source modeling), Maya (industrial-grade modeling), ZBrush (digital sculpting)
- Cross-software asset library auto-sync (supports
.fbx/.gltfformat conversion)
-
VFX & Animation
- Houdini (procedural effects), After Effects (motion graphics), MotionBuilder (mocap integration)
- Real-time animation preview directly linked to game engines (supports Unity/Unreal dual drivers)
-
Engine Development
- Unreal Engine 5 (Nanite/Lumen stack), Unity 2025 LTS (DOTS architecture), Godot 5 (lightweight deployment)
- Cross-engine material system (auto-convert HLSL ↔ Shader Graph)
Automated Workflow Examples
-
Blender → Unreal Asset Pipeline
- Mesh topology optimization → LOD generation → Physics collision body construction → UE5 Blueprint component packaging
-
Houdini → Niagara FX Baking
- Parametric particle effect generation → GPU baking → Real-time wind/fluid data stream injection
-
Multi-Software Version Control
- Git-LFS based incremental sync (Maya project files ↔ Blender scenes ↔ Unity prefabs)
Photography Studio Module
- Integrated Adobe Lightroom (RAW AI processing), DALL·E 5 (concept art generation), NVIDIA Omniverse (multi-camera virtual shooting)
- Automated retouching pipeline: RAW denoising → AI color grading → Multi-platform resolution adaptation
Film Production Module
- Virtual Production System
- Unreal virtual scenes → ARRI camera metadata binding → DaVinci Resolve live color grading
- AI-Assisted Creation
- Script structure analysis → Storyboard auto-generation → Dynamic resource allocation (parallel character/scene/VFX production)
- Universal Middleware Protocol
# MCP protocol example: Cross-software command forwarding def mcp_translate(command): if command.source == "Blender": return unreal_engine_adapter(command) elif command.source == "Houdini": return unity_particle_adapter(command)
Unity integration has been completed, more software coming soon
first MCP Unify Game Production Pipeline and Next-Gen Game Production Framework
Subsystem Specifications
| Module | Technical Implementation | Performance Metrics |
|---|---|---|
| WebSocket Client | NativeWebSocket with binary protocol compression | <100ms round-trip latency |
| Hot Code Engine | Roslyn-based C# 8.0 dynamic compilation | 500ms code hot-swap |
| State Tracker | ScriptableObject delta serialization | 10MB/s throughput |
| Logging System | Multi-category logging with Console integration | 10k+ logs/sec processing |
Implements the Message Control Protocol (MCP) specification v2.3 for seamless integration with the Unity Editor extension. Communication occurs through a persistent WebSocket channel (RFC 6455 compliant) supporting binary/text frames.
Key Components
-
Protocol Layer
- MCP-compliant message encapsulation with CRC32 checksum
- Version negotiation during handshake (supports MCP v2.0 - v2.3)
-
Transport Mechanism
- Secure WebSocket (wss://) implementation
- Message compression via LZ4 algorithm
- Keep-alive heartbeat interval: 15 seconds
-
Data Format
- JSON Schema 2020-12 validated payloads
- Custom serialization for Unity-specific data types:
- Vector3/Quaternion precision optimization
- GameObject reference resolution
- Scene hierarchy delta encoding
-
Command Pipeline
- Asynchronous message queue with priority levels
- Transactional command sequencing (ID-based tracking)
get_editor_state: Real-time capture of global editor status (project configuration, play mode state, compilation progress)verify_connection: Maintain bidirectional heartbeat detection with connection quality metrics
get_current_scene_info: Analyze scene hierarchy (including Transform tree topology and component distribution heatmap)get_game_objects_info: Deep scan GameObject metadata (with component dependency chains and material reference graphs)
execute_editor_command: Support C#8.0 syntax JIT compilation in sandboxed environment (with error isolation)get_logs: Dynamic log stream filtering (triple-filter by log type/temporal window/keywords)
read_file: Binary-safe reading (auto-detects UTF-8/UTF-16 encoding)write_file: Atomic write operations with *.bak auto-backupedit_file: Diff engine with line-level patch application
read_multiple_files: Parallel I/O optimized reading (supports up to 128 files)list_scripts: C# script intelligent indexing (namespace resolution & class inheritance mapping)
list_directory: Real-time filesystem snapshot (with hidden file visibility control)directory_tree: ASCII tree generation (configurable depth & filter patterns)
search_files: PCRE2 regex engine implementationget_file_info: NTFS extended attributes extraction (with file hash generation)
find_assets_by_type: Type fingerprint recognition (supports 200+ asset types including Shader/Material/Prefab)
| Feature Dimension | Editor Tools Characteristics | Filesystem Characteristics |
|---|---|---|
| Realtime | Millisecond-level state sync | Asynchronous I/O queue management |
| Security | Sandboxed execution environment | Write permission verification |
| Extensibility | Dynamic plugin architecture | Custom file watchers |
| Data Scale | Supports 100k+ GameObject scenes | Handles TB-scale project repositories |
| Cross-Platform | Windows/macOS/Linux full support | Unified path normalization |
- Unity 2021.3 or later
- Node.js 18+ (for running the MCP server)
Via Unity Package Manager (Git URL)
- Open Unity Package Manager
Window > Package Manager - Add Git repository:
Click+→Add package from git URL... - Enter repository URL:
https://github.com/nasimali5/mcpup.git - Complete installation:
ClickAddbutton
# Navigate to server directory
cd <path-to-project>/Library/PackageCache/com.nasimali5.mcpup@42c7f8e7df0f/mcpServer/
# Install dependencies
npm install
# Start server
node build/index.jsAdd the server to your MCP Host configuration for Claude Desktop, Custom Implementation etc
{
"mcpServers": {
"mcpup-server": {
"command": "node",
"args": [
"path-to-project>\\Library\\PackageCache\\com.nasimali5.mcpup@42c7f8e7df0f\\mcpServer\\build\\index.js"
],
"env": {
"MCP_WEBSOCKET_PORT": "8080"
}
}
}
}