UModeler X MCPis live — model with an AI agent
UModeler X

AI Agents & MCP

Let an AI agent build UModeler X shapes in your open scene through MCP — or paste a script from any AI chat, with no setup at all.

UModeler X hands its modeling over to AI. An agent creates and edits shapes directly in the scene you have open, and you watch it happen in Unity — the objects it makes are ordinary Parametric Shapes you can keep adjusting by hand afterwards.

There are two ways in. They run exactly the same code, so pick whichever suits you.

What you needBest for
Script WindowNothing — it ships with UModeler XTrying this out in the next five minutes, using an AI chat you already have
MCP clientAn MCP package in your Unity projectHanding an agent a task and letting it build, check and correct on its own

The five-minute path — no setup

You do not need MCP, an API key or an account to try this. Any AI chat will do.

  1. Open Window > UModeler X > AI Shape Script (Window).
  2. Press Copy Prompt. The whole syntax guide goes to your clipboard.
  3. Paste it into ChatGPT, Claude or any other chat, and say what you want — "a two-seat park bench" is enough.
  4. Copy the reply, press Paste in the window, then press Run.

The shapes appear in the open scene. One Ctrl+Z undoes the entire script.

If something comes back wrong, press Validate instead of Run — it reports the errors without touching the scene. Errors arrive with a line number and the list of valid values, and handing that list straight back to the AI is usually the fastest fix.

Script Window reference


Connecting an MCP client

Install any one of these packages into your Unity project.

MCP packagePackage name
Unity Assistant / Unity MCPcom.unity.ai.assistant
MCP for Unity (Coplay)com.coplaydev.unity-mcp
Unity-MCP (Ivan Murzak)com.ivanmurzak.unity.mcp

There is nothing to configure on the UModeler X side. It detects whichever package is present and registers its tools automatically. Each package has its own instructions for pointing an MCP client — Claude Desktop, Claude Code, Cursor and the like — at your Unity Editor; follow those, and UModeler X comes along for free.

Once compilation finishes, two tools appear in your client's tool list:

ToolWhat it doesSyntax
umx_parametric_shapeBuilds and edits shapes in the sceneScene Script Syntax
umx_hotspotBuilds and edits hotspot layout assetsHotspot Script Syntax

Then just ask in plain language — "Build a park bench with a slatted seat, then twist the backrest 15 degrees." The agent writes the script; UModeler X builds it.

Both tools take a whole script in one call, so an entire assembly costs a single tool call rather than one per object. That keeps agent runs fast and cheap.

Checking the connection

If the umx_ tools are missing from the tool list:

  • Wait for Unity to finish compiling, then have the client reload its tools.
  • Make sure the Editor is not in Play mode, and not mid-import.
  • Confirm the MCP package itself is installed in this project — the tools ride on it.

Unity Assistant Agent mode

With com.unity.ai.assistant installed, UModeler X also registers tools for Agent mode inside Unity Assistant, separately from the MCP tools above. These act one object at a time rather than through a script.

ToolWhat it does
UModelerX.CreateObjectCreates an empty UModeler X editable mesh object
UModelerX.CreatePrimitiveCreates a primitive shape
UModelerX.CreateParametricShapeCreates a shape whose parameters stay live and editable
UModelerX.UpdateParametricShapeChanges an existing shape's parameters and rebuilds its mesh
UModelerX.AddModifierAdds a modifier to an existing shape

They find their target by GameObject name, or fall back to whatever is selected in the scene.


What an agent can build

Everything the agent produces is a real parametric shape, so nothing here is a dead end — you can open the Inspector and keep working.

  • Shapes — Box, Sphere, Cylinder, Capsule, Cone, Torus, Pipe, Icosphere, Stair, Spiral Stair, Room, Wedge, Arch, Dome, Regular Polyhedron, Superellipsoid, NURBS Surface, Gear, Quad Strip and N-gon, plus groups and layout boxes for structure. See Shape Types and Parameters.
  • Modifiers — Twist, Bend, Push, Mirror, Screw, Subdivide, Shell, Decimate, Linear Array, Radial Array and the FFD lattices. See Modifiers.
  • Materials, hotspot UVs, colliders and prefabs, and edits to shapes that already exist in the scene.

Where to go next

DSL Language

How scripts are parsed, validated and undone — shared by both paths.

Script Window

Every button in the window, the result panel, and the common errors.

Parametric Shape

What the agent is actually building, and how to keep editing it by hand.

AI Agents & MCP | UModeler X Manual