Unity MCP Install: Add Package from Disk & Connect Cursor
Unity MCP install: Package Manager Add package from disk, activate, start MCP Server (6589), verify unity-mcp in Cursor or Claude Code.
- unity
- mcp
- cursor
- tutorial
- unity-mcp
- ai
What This Guide Covers
Follow these five steps to connect Unity MCP (VberAI Pro) to a local Unity project so Cursor (or another MCP-capable AI IDE—steps are similar) can operate, preview, and debug the editor—not just edit scripts on disk.
When you finish, you should be able to:
- Import Unity MCP via Package Manager Add package from disk
- Activate with a VberAI account or email + activation code
- Start the local Unity MCP Server (default port 6589)
- Use Quick Setup → Auto configure to register the server in Cursor and confirm the connection
Product page: VberAI Unity MCP
This guide uses Cursor as the example. Claude Code, Windsurf, Cline, and other MCP clients follow the same idea.
Prerequisites
| Item | Notes |
|---|---|
| Unity | 2022.3+ / Unity 6 recommended (follow the current site support notes) |
| Plugin package | Unity MCP Pro archive from the official site, already unzipped |
| Activation | VberAI account + password, or email + activation code |
| AI IDE | Cursor recommended; other MCP clients also work |
| Local network | The MCP bridge usually runs on 127.0.0.1—do not expose the port publicly |
Step 1: Download Unity MCP
Download the Pro build from the VberAI site:
Download page: https://www.vberai.com/game-engines/unity?ch=CQZLC2FG
Suggested flow:
- Open the page and download Unity MCP Pro with your account permissions
- Save the archive locally and unzip it to a fixed folder (next step needs
package.jsoninside) - Confirm
package.jsonexists in the unzipped folder before opening Unity
OSS vs Pro differences and pricing follow the current official docs.
Step 2: Import the package
- Open your target Unity project
- Menu Window → Package Manager
- Click + in the top-left of the Package Manager panel
- Choose Add package from disk
- Select the
package.jsonfile from the unzipped folder in Step 1
After a successful import, the Unity MCP package should appear in the Package Manager list.

Step 3: Activate unity-mcp
- Menu Window → Unity MCP → Mcp Panel
- On the activation screen, either:
- Sign in with VberAI account + password
- Or enter email + activation code
- After activation succeeds, open the MCP Server settings page (next step)
Without activation the service usually will not start. Confirm your plan or code matches the current Pro build.

Step 4: Start unity-mcp-server
- After activation, open the Unity MCP Server settings page
- Adjust as needed:
- Port: default
6589 - Language: match your UI preference
- Startup: follow panel options (e.g. auto-start with the editor, if available)
- Port: default
- Click Start service
- When the panel shows Running, Unity MCP Server is up
You now have a local MCP bridge—next, hand it to your AI IDE.

Step 5: One-click AI IDE setup (Cursor example)
- Open Tool management
- Review tools exposed by Unity MCP Server
- Enable only what you want the model to use
- Open Quick setup
- Pick your IDE (e.g. Cursor)
- Click Auto configure
- Confirm the UI shows Configured
- Open Cursor
- MCP / tools should list unity-mcp as connected
- If not, click Reload (or the equivalent MCP reload) in Cursor and check again
Other IDEs use the same Quick setup flow—just switch the client.

Quick check after connecting
In Cursor, start with a read-only check, for example:
List the root objects in the Hierarchy of the scene currently open in Unity.
If the reply matches the editor, the bridge is healthy. Then try a small write (create a temporary empty GameObject and delete it) to confirm permissions and tool selection.
Things You Can Do with Unity MCP
After the bridge connects, teams commonly use Unity MCP to:
- List Hierarchy — verify the agent sees the active scene
- Rename GameObjects — batch cleanup after UI import
- Attach scripts — create a stub and assign to a named object
- Clone UI panels — duplicate
Panel_Shopunder Canvas - Read Console — summarize errors during Play mode (where exposed)
- Scaffold systems — folders, empty managers, default components
- Wire references — hook serialized fields when prompts stay scoped
- Smoke-test reversibly — create/delete temporary objects before big edits
MCP does not replace gameplay design, netcode, or art pipelines—keep human review on diffs and Play mode.
FAQ
How do I install Unity MCP with Package Manager Add package from disk?
Unzip the download, then Window → Package Manager → + → Add package from disk and select the folder’s package.json. Steps 1–5 above walk through activation and Cursor setup.
What can you do with Unity MCP?
See the list above—editor operations on Hierarchy and components, not “generate a shippable game in one prompt.” Prompt patterns: Unity MCP with Claude Code and Cursor.
Add package from disk cannot find package.json?
Confirm Step 1 fully unzipped the archive and you selected package.json at the root of that folder—not a nested extract.
Activation keeps failing?
Check Pro entitlement, code expiry, and email binding in your official account, then retry in Mcp Panel.
Started the service but not Running?
Ensure port 6589 (or your custom port) is free and localhost is not blocked. Confirm Step 3 activation succeeded.
Cursor does not show unity-mcp?
Confirm Unity still shows Running, run Quick setup → Auto configure again, then reload MCP in Cursor. If needed, verify Cursor’s MCP config points at the local bridge.
Next steps
- Try a natural-language scene query or small edit to learn tool boundaries
- Commit before large changes; keep the bridge on localhost only
- For design-to-engine UI, pair with VberAI Studio for Figma / PSD handoff, then iterate with MCP
More Unity + MCP context: Unity MCP video guide, Unity MCP with Claude Code and Cursor.
Keep reading
More guides you might like
Pre-Launch UI Checks: What to Verify Before Ship
After Prefab and logic are in place: final UI pass on device, locales, Release builds, and event skins—extends design handoff and engine MCP acceptance with fix paths.
- game-ui-design
- game-dev-ai
- ui-to-engine
- ui-localization
Free Background Removal in VberAI: Glow / VFX / Semi-Transparent Cutouts with PNG + Alpha
VberAI AI Super Matting has three modes: free matting for solid-color and game glow FX, AI background removal for complex scenes up to 4096×4096, and Super AI matting for hair, semi-transparent edges, and shadows—with transparent PNG plus Alpha.
- vberai
- ai-super-matting
- matting
- super-matting
Godot 4 HUD and Theme: Control Tree Handoff and Play Acceptance
Acceptance for Theme, StyleBox, container anchors, and minimum_size when Figma lands in Godot 4. Maps to Unity UGUI checklist bars—six Play steps and fix routing. Handoff guide, not a Theme editor tutorial.
- game-ui-design
- game-dev-ai
- ui-to-engine
- godot