AI-powered development toolkit for Unity game development in Cursor IDE.
Getting Started • Documentation • Features • Quick Start • MCP Server • Skills • Rules • Roadmap
18 skills • 8 rules • 4 MCP tools • 20 snippets • 5 templates
Scaffold Unity scripts, look up APIs, generate shader patterns, detect render pipelines, and write optimized C# -- all from within Cursor's AI chat. Covers the full Unity development lifecycle from project setup to platform deployment.
First time here? The Getting Started guide walks you through every step -- from installing prerequisites to building your first Unity project with AI assistance. No prior Cursor plugin experience required.
flowchart LR
A["You ask Cursor\na Unity question"] --> B["Cursor loads\na Skill"]
B --> C{"MCP server\navailable?"}
C -- Yes --> D["Unity MCP Server\n(4 tools)"]
C -- No --> E["Skill guidance\nonly"]
D --> F["Scaffold, lookup,\nshader help,\nplatform info"]
E --> G["AI-assisted answer\nin Cursor chat"]
F --> G
Skills teach Cursor how to handle Unity development prompts. Rules enforce Unity best practices in your code. The MCP server provides programmatic tools so skills can scaffold scripts, look up APIs, and generate shader patterns directly.
Already have Git, Python 3.10+, and Cursor installed? Here's the short version:
git clone https://github.com/TMHSDigital/Unity-Developer-Tools.git
# Open Unity-Developer-Tools folder in Cursor (File > Open Folder)
cd mcp-server && pip install -r requirements.txtThen ask the AI agent to scaffold a MonoBehaviour, look up an API, or generate a shader effect.
Need more detail? The Getting Started guide covers installing prerequisites, troubleshooting, and building your first project step by step.
- Script scaffolding -- Generate MonoBehaviours, ScriptableObjects, Editor windows, and ECS systems following Unity 6 conventions
- API lookup -- Search common Unity APIs by name, namespace, or category via MCP tools
- Shader patterns -- Get HLSL code and Shader Graph node setups for common effects (dissolve, outline, hologram, etc.)
- Performance-aware coding rules -- Catch deprecated APIs, allocation-heavy patterns, and common mistakes
- Snippet library -- 20 copy-paste-ready code patterns for C#, shaders, and Visual Scripting
- Render pipeline detection -- Automatically adapt guidance to URP, HDRP, or Built-in
- Platform targeting -- Platform-specific defines, capabilities, and build recommendations
- Template projects -- 5 starter templates for 2D, 3D, UI, architecture patterns, and editor tools
Supported Workflows
| Workflow | Description |
|---|---|
| MonoBehaviour | Classic Unity scripting with lifecycle methods |
| ScriptableObject Architecture | Data-driven design with events, variables, runtime sets |
| ECS/DOTS | High-performance data-oriented tech stack |
| Visual Scripting | Node-based scripting for designers |
| Editor Tooling | Custom inspectors, windows, overlays, gizmos |
Supported Render Pipelines
| Pipeline | Status |
|---|---|
| URP (Universal) | Primary -- recommended for all new projects |
| HDRP (High Definition) | Supported -- maintenance mode guidance |
| Built-in (Legacy) | Migration guidance -- deprecated in Unity 6.5 |
Supported Platforms
| Platform | Backend |
|---|---|
| Windows | IL2CPP or Mono |
| macOS | IL2CPP or Mono |
| Linux | IL2CPP or Mono |
| iOS | IL2CPP |
| Android | IL2CPP |
| WebGL | IL2CPP (WebGPU opt-in) |
| Consoles | IL2CPP |
| Skill | What it does |
|---|---|
| Project Setup | Unity project configuration, folder structure, assembly definitions, package management |
| MonoBehaviour Patterns | Lifecycle methods, Awaitable async, FindFirstObjectByType, design patterns |
| ScriptableObjects | Data-driven architecture with events, variables, and runtime sets |
| Physics (2D/3D) | Rigidbody, collisions, raycasting, layers, NonAlloc patterns |
| UI Development | UI Toolkit (primary), Runtime Data Binding, Canvas/UGUI for legacy |
| Shader Development | Shader Graph, HLSLPROGRAM, ShaderLab for URP, Render Graph integration |
| Animation Systems | Animator controllers, DOTween, Timeline, sprite animation |
| Audio Systems | AudioSource, AudioMixer, spatial audio, music management |
| Input Systems | New Input System with Action Assets, composite bindings, legacy migration |
| Networking | Netcode for GameObjects, Netcode for Entities, Photon Fusion 2, Mirror |
| Editor Scripting | Custom inspectors, editor windows, Scene View overlays, gizmos |
| Performance Optimization | Profiler, Burst, Jobs, object pooling, memory management |
| Render Pipeline Detection | Auto-detect URP, HDRP, or Built-in and adapt code accordingly |
| ECS/DOTS | Entity Component System, ISystem, IJobEntity, SystemAPI.Query, Burst |
| Visual Scripting | Script Graphs, State Graphs, Subgraphs, custom nodes |
| Testing | Edit Mode and Play Mode tests with Unity Test Framework 2.x |
| Addressables | Async asset loading, groups, labels, remote content delivery |
| Platform Targeting | Platform defines, IL2CPP/CoreCLR backends, build settings |
| Rule | What it enforces |
|---|---|
| C# Unity Conventions | SerializeField, Awaitable over coroutines, modern API usage |
| MonoBehaviour Lifecycle | Correct initialization order, Update vs FixedUpdate usage |
| Performance Rules | No FindObjectOfType, no Resources.Load, allocation warnings |
| Naming Conventions | PascalCase methods, _camelCase privates, Unity-standard naming |
| Serialization Rules | Proper [SerializeField], [field: SerializeField] for events |
| Shader Conventions | HLSLPROGRAM over CGPROGRAM, URP-first shader patterns |
| Visual Scripting Conventions | Graph naming, Subgraph usage, variable scoping |
| Security and Builds | No credentials in code, IL2CPP stripping, signed packages |
C# (15)
| Snippet | Description |
|---|---|
monobehaviour-template.cs |
Complete MonoBehaviour with lifecycle methods |
singleton-pattern.cs |
Thread-safe singleton using FindFirstObjectByType |
object-pool.cs |
Generic object pool with warm-up and auto-expand |
scriptableobject-template.cs |
ScriptableObject with custom editor support |
coroutine-pattern.cs |
Coroutine patterns with cancellation |
async-await-pattern.cs |
Awaitable async with single-await pooling rule |
event-system.cs |
C# event system with UnityEvent integration |
state-machine.cs |
Finite state machine pattern |
custom-inspector.cs |
Custom inspector with UI Toolkit |
editor-window.cs |
Editor window with UI Toolkit |
property-drawer.cs |
Custom property drawer |
input-system-actions.cs |
New Input System with Action Assets |
raycast-patterns.cs |
Physics.Raycast and NonAlloc patterns |
interface-component.cs |
Interface-based component communication |
save-load-json.cs |
JSON save/load with Application.persistentDataPath |
Shaders (4)
| Snippet | Description |
|---|---|
unlit-basic.shader |
Basic unlit shader for URP (HLSLPROGRAM) |
urp-lit-template.shader |
PBR lit shader template for URP |
hlsl-vertex-fragment.shader |
Custom vertex/fragment with URP lighting |
surface-basic.shader |
Legacy surface shader (Built-in only) |
Visual Scripting (1)
| File | Description |
|---|---|
README.md |
Graph architecture patterns and Subgraph conventions |
| Template | Description |
|---|---|
| 2D Platformer | Player controller with new Input System, camera follow, game manager |
| 3D FPS | First-person controller, weapon system, game manager |
| UI Menu System | UI Toolkit menus with settings persistence |
| ScriptableObject Architecture | Event system, float variables, runtime sets -- Ryan Hipple pattern |
| Editor Tool | Level builder window with UI Toolkit and Scene View integration |
The companion MCP server provides programmatic tools that Cursor's AI agent can call directly. Configuration lives in .cursor/mcp.json.
Prerequisites: Python 3.10+
cd mcp-server
pip install -r requirements.txtThe server starts automatically when Cursor invokes an MCP tool.
Available Tools (4)
| Tool | Description |
|---|---|
scaffold_script |
Generate C# scripts following Unity 6 conventions. Supports MonoBehaviour, ScriptableObject, Editor, and ECS templates. |
lookup_api |
Search the Unity API reference database by name, namespace, or category. Returns signatures, descriptions, and examples. |
shader_helper |
Get shader code patterns for common effects (dissolve, outline, hologram, etc.) with HLSL and Shader Graph guidance. |
platform_info |
Get platform-specific defines, capabilities, limitations, and build recommendations. |
Usage Examples
Scaffold a script:
Create a MonoBehaviour for a health system with damage, healing, and death events
Look up an API:
How do I use Addressables.LoadAssetAsync?
Get a shader pattern:
Show me a dissolve effect shader for URP with edge glow
Get platform info:
What are the WebGL limitations and recommended settings?
Unity-Developer-Tools/
.cursor-plugin/ Plugin manifest
.cursor/ MCP server configuration
skills/ AI skill files (18 skills)
rules/ Coding convention rules (8 rules)
snippets/ Code snippets -- C#, shaders (20 files)
templates/ Starter project templates (5 sets)
mcp-server/ Python MCP server (4 tools) and data files
docs/ Architecture, roadmap, contributing guide
assets/ Logo and images
.github/ CI/CD workflows (5 workflows)
See docs/ROADMAP.md for the full project roadmap.
Release Plan
| Version | Milestone | Status |
|---|---|---|
| v0.1.0 | Foundation -- skills, rules, snippets, templates, MCP server, CI/CD | Done |
| v1.0.0 | M1 Complete -- 18 skills, 8 rules, 20 snippets, 5 templates, 4 MCP tools | Done |
| v1.1.0 | CI/CD overhaul -- 8-job validation, zip releases, auto-labeling, data refresh | Done |
| v2.0.0 | M2 Intelligence -- expanded API DB, version detection, shader conversion | Planned |
| v3.0.0 | M3 Advanced -- ECS codegen, build automation, VFX/Cinemachine, AI/ML | Planned |
| v4.0.0 | M4 Polish -- marketplace listing, community templates, localization | Planned |
See docs/CONTRIBUTING.md for guidelines on adding skills, rules, and improvements.
If this plugin is useful to you, consider sponsoring the project.
CC BY-NC-ND 4.0 -- see LICENSE for details.
Unity Reference Links
Built by TMHSDigital
