Open-source MCPsfor game engines.
Give Claude Code, Cursor, Codex — and any MCP client — native control of Unity, Godot, and Cocos Creator. Plus a skills library for the art, audio, and level workflows in between.
The Family
Four open-source building blocks.

Unity MCP
Scene authoring, asset pipeline, play mode automation with input simulation, and game-view screenshots. Ships as a Unity Package Manager Git package.
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Godot MCP
Scene editing, script generation, UI authoring, play-mode validation, animation setup, camera control, performance inspection. Single-addon architecture.
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Cocos MCP
Scene hierarchy, assets, UI creation, components, files, diagnostics, runtime control. Installs as a Cocos Creator extension; supports Trae and Kiro out of the box.
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Skills
Reusable skill packs: sprite sheets, normal maps, audio convert, texture atlases, UI slicing, audio polish, gameplay prototyping, level review, plus per-engine prefab/scene workflows.
View on GitHub →License
Open source. MIT licensed.
Everything here is MIT. No signups, no seats, no quotas. Use it at home, at a studio, ship commercial games with it — all four repos are free forever.
Unity 2022.3+ · Godot 4.2+ · Cocos 3.8+
Editor-only installs. Nothing ships in your player build — MCP runs next to the editor, not inside the game.
Local HTTP, port fallback
Default 127.0.0.1:8765. Port busy? Funplay MCP picks the next free one and updates your client config.
Register your own tools
Attribute-based tool discovery in every engine — add a method, it becomes callable from any MCP client on the next compile.