Putting a MCP behind a paywall is unheard of. Make your own Unity AI Tools worth it so that I actually want to use yours instead of others. It’s clear that the only goal of this is forcing people to pay for your inferior Agent
You get one if you’re subscribed to unity ai. You get none if you’re not
just testing it by trying to get it to generate a simple scene with a 3rd person player controller. it’s sitting at trying to create the scene for ages. I could have done it faster myself. it wrote a player controller script but it asked me to allow creating the scene and I did allow it, but it’s stuck now for 30 minutes so far. and when i close and reopen the ai tab, it says preparing but it’s slow as molasses
Putting MCP behind a paid plan is the worst thing imaginable. Why does Unity even need a separate AI? Because it can train on Unity projects? But they’re all outdated.
Is there a link to all the different models the Generators can use? it used to be on the legal page but hasn’t been updated.
Some initial feedback:
It seems that Assistant can only browse your project and make changes by writing and executing C# scripts. Ask it to perform a task and this gets broken into many steps, each with their own microscript.
By default, you have to approve each of these microscripts before it executes. This is totally unworkable - it takes too much time and requires the developer to focus all of their attention on the Assistant window. An aggravating factor is that it’s not immediately visually obvious when the Assistant has paused to ask for permission to execute the next one of its microscripts. For Agent mode to be useful, we pretty much have to enable “Autorun”, allowing Agent to run these microscripts without requesting permission for each.
This workflow feels like a step backwards compared to the experience of using modern agentic IDEs, where the AI doesn’t need to ask for permission to run a script in order to perform basic tasks like searching or editing files.
Once the agent has completed a task, the “Completed Actions” list will sometimes show that the agent modified files which it should not have needed to modify as part of the task. However, source control shows no actual changes to these files. It seems like any file that the agent searched for or looked at for reference gets listed as “Modified” in the “Completed Actions” list.
It’s great that the number of credits consumed by a task is shown at the end of the task, but I’d like to see total execution time as well. Currently, execution time shows while a task is in progress, but is hidden when the task completes.
“Generate Project Overview” seems like an important feature, so why in the documentation is it buried under “Tool and interface reference > Assistant configuration > Use prompt settings menu”? Maybe it should be in “Open and use Assistant”?
I participated in the previous beta test, and after applying for this free trial, I did not receive the 1000 credits offered.
[edit]
solved.
Here’s the link to the Guiding Principles page. The generators would be at the bottom
Sometimes typing non ascii characters (korean) on AI assistant results in errors.
ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: startIndex
System.String.Insert (System.Int32 startIndex, System.String value) (at <41d29b352f6a475ab1bf7c6628b82790>:0)
UnityEngine.TextEditingUtilities.GeneratePreviewString (System.Boolean richText) (at <f8defeb7fdb140cd9c18f9c4e3fcd5c8>:0)
UnityEngine.UIElements.KeyboardTextEditorEventHandler.UpdateLabel (System.Boolean generatePreview) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.KeyboardTextEditorEventHandler.OnKeyDown (UnityEngine.UIElements.KeyDownEvent evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.KeyboardTextEditorEventHandler.HandleEventBubbleUp (UnityEngine.UIElements.EventBase evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.TextEditingManipulator.HandleEventBubbleUp (UnityEngine.UIElements.EventBase evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.TextElement.EditionHandleEvent (UnityEngine.UIElements.EventBase evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.TextElement.HandleEventBubbleUp (UnityEngine.UIElements.EventBase evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventBubbleUpInternal (UnityEngine.UIElements.EventBase evt) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEvent_BubbleUpHandleEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement element, System.Boolean disabled) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEvent_BubbleUpAllDefaultActions (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement element, System.Boolean disabled, System.Boolean isCapturingTarget) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target, System.Boolean isCapturingTarget) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatchUtilities.DispatchToFocusedElementOrPanelRoot (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.KeyboardEventBase`1[T].Dispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <a1df80c1accc4c29a41c3d2f224dcee6>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <f8defeb7fdb140cd9c18f9c4e3fcd5c8>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
App.FrameLogHandler:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
The guiding principles page had the model that the assistant uses. The generators section doesn’t list them at all. There is a link the Third Party AI Terms that has the Sprite and Animation models but its missing all the others
Hmm, I asked internally about it. If you want a list of all generators, we have it in this docs page:
- Sprite Generator
- Texture2D Generator
- Sound Generator
- Animation Generator
- Material Generator
- Cubemap Generator
- Terrain Layer Generator
Hope it helps! Let me know if you need more assistance!
That’s why MCP was not connecting
The docs are good. But I am looking for a complete list of the different ai models we can choose from for the various Generators. I suppose I can just manually go through the editor a jot down the names. But having them all on a single page I point people to would be nice.
AI Assistant doesn’t understand how to use custom formatters in the Localization package. For example, in example localized strings it omits the parentheses (e.g. The file size is {0:byte} instead of The file size is {0:byte()}. It often takes several minutes to answer questions about custom formatters and sources, and gives incorrect advice about how to use them (for example, claiming that a custom formatter will be called even if a placeholder has no tag).
I’m seeing this frequently in the chat output (this raw text rather than a symbol): $\\rightarrow$
I tested it a little, and it’s not bad. The good thing is you don’t need to worry about losing your job (it’s not that powerful), but you still get an agent. Most importantly: DO NOT use the basic Unity agent—it wastes a lot of tokens for no reason.
Which agent do you use?
The only important AI feature for me is the Unity MCP server.
Tried it last week on a big project to port it from Vision OS/RealityKit to Unity. Cursor + Opus 4.7 + Unity MCP. AI coded for ~5h while I tested and prompt-refined for 5h.
We sat in front of the screen with our mouths open. It is absolutely magical. The end result is better than I could have ever expected. It basically did the work of a team scheduled for 4 weeks in 10 hours.
MCP is the capability you need to optimize and invest for. Have AssetStore tools invest into custom MCP tools where it makes sense and make that as easy as possible. Connection gets lost every now and then. Compile times really matter now. But other than that, absolutely amazing.
Great work Unity! The future has arrived.
The mcp server, which is one of the most useful bits, leaves a lot to be desired.
- pay for connecting to local unity via mcp? That makes no sense to me, it does not consume tokens or anything in unity’s servers. I understand paying for the ai functionality, but for mcp?
- the tool set is not great, simple things like “fix the compilation errors” in claude or copilot is tricky, because there is no tool to recompile, I have to manually switch to unity, let it recompile and then switch back to my IDE.
- It only allows one connection at a time, so I can’t use say warp and vscode at the same time, it just gives connectioon revoked with no real explanation.
- enabling a seat is so complicated, I had to dig through forums to figure it out.
- It fails out of the box, with no explanation as to why.
- It turns out I have to get the free trial or buy a subscription, so I do… and it does not work.
- it turns out I have to wait several minutes for the subscription to be recognized. Finally it is recognized… and it does not work
- It turns out I have to assign a seat to myself. I do so… and it does not work.
- It turns out I have to wait and restart unity. Finally Unity shows some tokens available… and it does not work
- It turns out I have to enable the mcp and approve the connection. I fix that… and it does not work.
- It turns out I have to restart everything and wait an unspecified amount of time.
- eventually it worked, but it took a couple hours to get this all working.
- Why do you need that relay tool? just open a port with streaming http, KISS
I recently activated the 14-day trial subscription for Unity AI on the organization.
The purchase was successful, and I received the payment receipt without any issues. However, after the subscription was activated, I discovered that this organization is blocked/restricted.
At the moment, I cannot perform any actions inside the Unity Dashboard for this organization, including canceling the subscription. Every page in the dashboard only displays a restriction/blocked message.
Ваша организация заблокирована
Доступ вашей организации к панели управления отозван за нарушение условий использования игровых сервисов Unity.
Если вы считаете, что доступ вашей организации отозван по ошибке, отправьте запрос на апелляцию. просьба о пересмотре.
Условия использования сервисов Unity
My concern is that the Unity AI subscription appears to already be active, and after the 14-day trial period ends, automatic monthly payments may start being charged to the payment card I used during subscription signup.
Because of this, I would like to request the following:
- Please immediately cancel the Unity AI trial subscription associated with this blocked organization.
- Please confirm that no future charges will be made after the trial period ends.
- Please investigate why purchases/subscriptions are allowed for blocked organizations without any warning before payment.
Currently, I have no ability to manage or cancel the subscription myself due to the blocked state of the organization.
Thank you in advance for your assistance. I would appreciate confirmation once the subscription has been canceled.
You deffinitely should be emailing support about this with a bigol [URGENT] in the title.