Replies: 2 comments
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Hello👋, this might not be a useful reply since i don't know the exact answer. But here is what i know: MCP for Unity works by bridging your unity editor with an AI assistant (Claude, Cursor, Windsurf, etc) through the Model Context Protocol. The actual requirements are just:
Visual Studio 2026 can technically be one of those MCP clients if it supports MCP, but the docs don't list it explicitly. The clients with documented supports right now are:
So the honest answer is: if Visual Studio 2026 has MCP client support built in (similar to how VS Code relies on the Copilot extension for this), you should be able to wire it up manually by pointing it at Worth checking if VS 2026 ships with a Copilot or MCP extension, from a quick google search (1) (2), i can see that it does! (so it should work) To wire it up, you'd add MCP for Unity's local server to your {
"servers": {
"unityMCP": {
"type": "http",
"url": "http://localhost:8080/mcp"
}
}
}
and follow the setup wizard |
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MCP for Unity has no Visual Studio entry in its client list (the configurators on Visual Studio 2026 (and 2022 17.14+) supports MCP servers in GitHub Copilot's Agent mode. It reads server config from several places, including With the default HTTP transport (start the server from Window → MCP for Unity first): {
"servers": {
"unityMCP": {
"type": "http",
"url": "http://127.0.0.1:8080/mcp"
}
}
}That URL is the package's default local endpoint ( Then in Visual Studio, open Copilot Chat, switch to Agent mode, click Tools and enable the unityMCP tools. Visual Studio turns new MCP tools off by default. I haven't run this in VS 2026 myself. It comes from the package source and Microsoft's docs. |
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Can this be used with Visual Studio 2026? If so, could I have some guidance.
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