Tool Groups
MCP for Unity ships 43 tools, but exposing all of them to the LLM at once balloons the prompt and dilutes routing decisions. So tools are sorted into groups, and only core is enabled by default.
The groups
| Group | Default | Description |
|---|---|---|
core | enabled | Essential scene, script, asset, and editor tools — always on. |
animation | off | Animator control, AnimationClip creation. |
ui | off | UI Toolkit — UXML, USS, UIDocument. |
vfx | off | VFX Graph, shaders, procedural textures. |
scripting_ext | off | ScriptableObject management. |
testing | off | Test runner and async test jobs. |
probuilder | off | ProBuilder 3D modeling. Requires com.unity.probuilder package. |
profiling | off | Profiler session control, counters, memory snapshots, Frame Debugger. |
docs | off | Unity API reflection and documentation lookup. |
Enabling a group
Use the manage_tools meta-tool from your prompt:
Activate the
vfxgroup so we can author shaders.
The assistant calls:
manage_tools(action="activate", group="vfx")
After activation, the group's tools appear in the next tool listing and are usable for the remainder of the session.
Listing what's available
manage_tools(action="list_groups")
Returns every group with its current activation state and tool names.
Deactivating
manage_tools(action="deactivate", group="vfx")
Useful when a group's tools are confusing the assistant — e.g., manage_shader and manage_material both apply to materials in different ways. Disabling the one you're not using keeps the assistant focused.
Other actions
sync— refreshes visibility from the Unity Editor's per-tool toggle UI. Use after toggling tools inWindow > MCP for Unity > Tools.reset— restores defaults (onlycoreenabled).
Why this exists
Three reasons:
- Prompt economy: each visible tool adds tokens to every assistant call. Hiding what you're not using is real money saved at scale.
- Routing clarity: when the LLM picks between 43 tools versus 30, the wrong-tool rate drops measurably.
- Package hygiene: tools in
probuilderonly work ifcom.unity.probuilderis installed; hiding them by default avoids confusing errors.
Server vs. session state
- The Unity Editor maintains a per-tool toggle UI (
Window > MCP for Unity > Tools) that controls server-side visibility. - The
manage_toolsmeta-tool controls per-session visibility — different MCP sessions can see different groups even against the same server.
sync reconciles the two: it pulls the Editor's toggle states into the current session.
Related reference
manage_tools— full tool referencetool_groupsresource — discoverable group catalog