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A development framework designed to enhance Unity Editor automation capabilities, providing tools for menu execution, object manipulation, package management, and more.

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MCPup: A MCP Framework for Entire Workflow Twitter

License Unity Version Node.js Version Node.js Version MCP Version

Vision

Universal Framework for Unified Creative Pipeline

Integrated Solution for Game Development

Core Toolchain

  • Modeling & Sculpting

    • Blender (open-source modeling), Maya (industrial-grade modeling), ZBrush (digital sculpting)
    • Cross-software asset library auto-sync (supports .fbx/.gltf format 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

  1. Blender → Unreal Asset Pipeline

    • Mesh topology optimization → LOD generation → Physics collision body construction → UE5 Blueprint component packaging
  2. Houdini → Niagara FX Baking

    • Parametric particle effect generation → GPU baking → Real-time wind/fluid data stream injection
  3. Multi-Software Version Control

    • Git-LFS based incremental sync (Maya project files ↔ Blender scenes ↔ Unity prefabs)

Expansion to Film Production

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)

Technical Architecture Highlights

  • 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)

Version

Unity integration has been completed, more software coming soon

Architecture

first MCP Unify Game Production Pipeline and Next-Gen Game Production Framework

1. Unity Plugin (editor)

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

2. unity-mcp-server (Cross-Platform Service Hub)

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

  1. Protocol Layer

    • MCP-compliant message encapsulation with CRC32 checksum
    • Version negotiation during handshake (supports MCP v2.0 - v2.3)
  2. Transport Mechanism

    • Secure WebSocket (wss://) implementation
    • Message compression via LZ4 algorithm
    • Keep-alive heartbeat interval: 15 seconds
  3. 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
  4. Command Pipeline

    • Asynchronous message queue with priority levels
    • Transactional command sequencing (ID-based tracking)

Usage

Unity Editor Interaction Layer

1. State Monitoring Suite

  • 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

2. Scene Operation Engine

  • 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)

3. Execution Control Module

  • 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)

Project File Management System

4. Basic File Operations

  • read_file: Binary-safe reading (auto-detects UTF-8/UTF-16 encoding)
  • write_file: Atomic write operations with *.bak auto-backup
  • edit_file: Diff engine with line-level patch application

5. Batch Processing Interface

  • read_multiple_files: Parallel I/O optimized reading (supports up to 128 files)
  • list_scripts: C# script intelligent indexing (namespace resolution & class inheritance mapping)

6. Directory Navigation System

  • list_directory: Real-time filesystem snapshot (with hidden file visibility control)
  • directory_tree: ASCII tree generation (configurable depth & filter patterns)

7. Advanced Search Tools

  • search_files: PCRE2 regex engine implementation
  • get_file_info: NTFS extended attributes extraction (with file hash generation)

8. Asset Management Module

  • find_assets_by_type: Type fingerprint recognition (supports 200+ asset types including Shader/Material/Prefab)

Technical Feature Matrix

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

Installation Guide

Prerequisites

  • Unity 2021.3 or later
  • Node.js 18+ (for running the MCP server)

1. Install Unity Package

Installation Options

Via Unity Package Manager (Git URL)

  1. Open Unity Package Manager
    Window > Package Manager
  2. Add Git repository:
    Click +Add package from git URL...
  3. Enter repository URL:
    https://github.com/nasimali5/mcpup.git
  4. Complete installation:
    Click Add button

2. Configure MCP Server

Deployment Options A

# Navigate to server directory
cd <path-to-project>/Library/PackageCache/com.nasimali5.mcpup@42c7f8e7df0f/mcpServer/

# Install dependencies
npm install

# Start server
node build/index.js

Deployment Options B

Add 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"
      }
    }
  }
}

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A development framework designed to enhance Unity Editor automation capabilities, providing tools for menu execution, object manipulation, package management, and more.

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