EditorEye Standalone Pro for Windows [MCP Software] Control Unity with Natural Language — VRChat Compatible ⏰ 50% OFF Sale ends May 25 | Pro ¥9,900 → ¥4,950 | Mini ¥3,980 → ¥1,990
- Proダウンロード商品¥ 4,950
- Miniダウンロード商品¥ 1,990
- Freeダウンロード商品¥ 0
![EditorEye Standalone Pro for Windows [MCP Software] Control Unity with Natural Language — VRChat Compatible ⏰ 50% OFF Sale ends May 25 | Pro ¥9,900 → ¥4,950 | Mini ¥3,980 → ¥1,990](https://booth.pximg.net/b39a01e5-7b6c-45b3-8b64-d71252281024/i/8402715/4587e575-6f4f-43de-a441-794472816e45_base_resized.jpg)
Software that connects AI with Unity to bring your "I want to do this" and "I want to try that" ideas to life. *Please prepare your own AI and Unity environment. *MCP-compliant — works with any MCP-compatible AI. *Windows only.
■ For those seeking high-performance AI–Unity integration
What was impossible with conventional MCP becomes possible with Editor-Eye. Powered by our original architecture. The era of serious AI-driven Unity development has arrived. A 4-day free trial is available — give it a try. EE is built as a single-package design, so your existing project stays clean.
■ Talk to AI, and Unity moves
"Make the cloth simulation more intense." "Jump 3 seconds after Play, then show me the FPS." "Build a world where pressing a button lets you sit in a chair." ──Just type, and Unity responds. One-time purchase. No subscription. / $0 monthly Windows only Works with the AI you already use (MCP-compliant) *When using Unity's automatic screen capture feature, images are saved inside your Unity project. Please grant your AI image-read permissions in advance.
■ All of these commands work — every single one.
━━━━ All of these commands work — every single one. ━━━━ ◇ Avatar Cloth & Physics "Make the chest jiggle a bit stronger. Lower the damping." "Adjust the gravity on the skirt's sway." "Slow down the hair movement a little." "The PhysBone Collider position is off — fix it." "Disable the sway on the hip bone." "Unify Pull / Spring values across all physics bones at once." ◇ Expression / Facial "Add a 'Blink Off' toggle to the Expression menu." "Create 4 radio buttons for expression switching." "Build the 'ehehe' expression by combining 3 shape keys." "Create wink-left and wink-right expressions separately." "Check the blend shapes used for lip sync." "Add a new parameter to the FX layer." "Batch-update the initial values of Expression parameters." ◇ Outfits, Materials & Optimization (Pro) "Put this outfit on the avatar and run armature merge." "Remove unused bones to optimize." "Run AvatarOptimizer's Trace and Optimize." "Fix the render queue on transparent materials." "Halve the outline thickness." "Standardize all texture compression to ASTC." ◇ Classic VRChat World Gadgets "A light that turns on when a button is pressed." "A chair that changes the BGM when a player sits down." "An object you can grab and throw." "A mirror that reflects the player." "A chair that locks the player in place when seated." "4 SpawnPoints, with respawn triggered at -50m on fall." "A door that opens as the player approaches." "A teleporter from A to B." "A counter that increases when a coin is picked up." "A physics object that syncs across multiple players." "A gun that fires with the VR controller trigger." ◇ VRChat World Settings "Increase jump power by 1.5x." "Halve the Walk Speed." "Change the sky to a sunset." "Get the Blueprint ID — make sure it starts with wrld_." "Set the Mirror's ReflectLayers to Player and Default only." "Set VRCStation's PlayerMobility to Immobilize." ◇ Scene Construction & Placement (incl. Pro) "Place a chair at this coordinate with a box collider." "Randomly scatter 100 enemies within a 50m radius." "Line up streetlights along the road at 10m intervals." "Turn this into a Prefab and replace all objects with the same name in the scene." "Select every object whose name contains 'Enemy'." "Clean up parent-child relationships and organize the hierarchy with Empties." ◇ Physics & NavMesh (Pro) "Build a suspension bridge using Rigidbody and Joint." "Create an ice floor with Physics Material friction set to 0." "Bake the NavMesh and set the Agent's radius and height." "Adjust the slope angle so the Agent can climb stairs." "Convert decorative objects to have no collision." ◇ Lighting & Post-Processing (Pro) "Crank up Bloom — set the threshold to 0.8." "Make the color temperature feel like sunset." "Push Color Grading toward red." "Adjust Volume Priority so the upper scene takes precedence." "Shorten Shadow Distance to 30m." "Re-bake the Reflection Probes." ◇ VFX & Shaders (Pro) "Make the magic effect particles more intense." "Change the hit VFX sparks to gold." "Rewrite the water shader for stronger refraction." "Create a new hologram-style shader." "List all properties on this shader." ◇ Animation & Camera "Add an 'attack' state to the Animator." "Set the attack → idle transition with Exit Time 0.8." "Expand the blend tree to handle 8-directional walking." "Set up a player-follow camera with Cinemachine." "Loosen the camera damping a bit." "Create multiple fixed cameras for cutscenes." ◇ Timeline & Cutscenes (Pro) "Make a 5-second opening cutscene in Timeline." "Add a track and place an SE at the 2-second mark." "Drop the character's animation clip onto the Timeline." ◇ ProBuilder (Pro) "Rough out the terrain in ProBuilder using cube primitives." "Extrude a Cube into the shape of a tower." "Round the corners with Bevel." ◇ Asset Auto-Generation (Pro) "An 8-second chiptune loop for the title screen." "An intense chiptune for the boss battle BGM." "An explosion-like attack SE, about 1 second." "A coin pickup sound, short — 0.3 seconds." "Draw an 8x8 character chip." "A pixel art icon of a sword for the item slot." ◇ Play Mode Automation (Pro) "Start Play, jump left after 3 seconds, and report the FPS." "Have the AI press WASD on the keyboard and check the behavior." "Record the play session for later replay." "Run the Profiler and capture only the heavy frames." "Monitor memory usage continuously during Play." "Run all tests and report only the failures." ◇ Camera Capture & Composition Check (Pro) "Snap the Scene View to this angle and capture it as jpeg." "Shoot the character from 4 directions and compare." "Save the evening sunlight angle so it can be recalled later." "Capture the GameView at 1920x1080." ◇ Mass Batch Execution (Pro) "Place 100 enemies → attach an AI script to each → bake NavMesh — all in one batch." "Bundle multiple tool calls together for higher throughput." ◇ Beyond the Editor "Run this C# script once inside the Editor." "Call into the VRC SDK's internal API directly." "Execute custom C# on the spot for tasks no dedicated tool covers." ── It moves the moment you give the order. *AnimationClips can be created and saved, but editing them through AI exactly as intended is difficult. It's smoother to prepare them separately.
■ 7 Reasons to Choose Editor Eye
◇ A week's work, done in an hour. — 20× faster Measured: Enemy AI patrol system (NavMesh + Animator + SE integration). Estimated 3 hours × 7 days = 21 hours of work, completed in about 1 hour. *Measured by the developer. The speed gain varies depending on the task. ◇ Almost everything you do in Unity. Covers nearly all the work humans do inside the Editor: ・Scene construction, GameObjects, Components, Prefabs ・Materials, textures, shaders ・Animation, Animator, Timeline, Cinemachine ・Physics, Colliders, Joints, NavMesh ・Lighting, post-processing, VFX, ParticleSystem ・Profiler, test execution, Play Mode automation ・VRChat (PhysBone, Expression, Udon, Pickup, Mirror, Station) ・ModularAvatar, AvatarOptimizer ・Asset generation (BGM / SE / sprites) ・Arbitrary C# execution (including VRC SDK internal APIs) ◇ $0/month. One-time purchase. Not a subscription. Zero ongoing cost. ◇ One-click setup. Setup can be a hassle, right? Codex / Claude Code / Claude Desktop / Gemini / Cursor / VS Code — connect to all major AI tools with a single click. ◇ Direct support from the developer, on Discord. https://discord.gg/Khhzxu8xw ◇ A Unity-specialized MCP architecture. Custom-built "Recipe" layer on top of generic MCP. Example: the classic Blueprint ID bug where you get avtr_ instead of wrld_. The correct sequence — contentType = world → AssignId() — is baked in as a Recipe, so you reliably get a wrld_* ID. ◇ AI fully understands your Unity project. Once connected through Editor Eye, the AI grasps your entire Unity project without you having to explain it, and responds appropriately.
■ For VRChat CreatorsThe "you-only-know-if-you-know" workflow tricks — now handled entirely by AI.
A light that turns on when you press a button. A chair you can sit in. No code — just conversation, and it's done. ─────────── ◇ U# — fully handled for you ・Attaching UdonSharpBehaviour ・Auto-generating UdonSharpProgramAsset ・Setting initial values for public variables ・Writing the U# script itself ── All wrapped up in a single command. ◇ The "Holy Trinity" of VRC worlds — in one shot ・VRCPickup (grab and throw) → Rigidbody auto-attached + AutoHold / proximity configured ・VRCMirrorReflection (a mirror that reflects the player) → ReflectLayers auto-configured. The fiddly details are baked into the Recipe. ・VRCStation (a chair that locks the player in place) → PlayerMobility set reliably using the correct enum value ◇ Blueprint ID trouble — automatically avoided The correct sequence — contentType = world → AssignId() — is baked in as a Recipe. Includes the procedure finalized in v4.1.1. Also supports manually setting existing IDs. ◇ Direct access to the VRC SDK's internal APIs.
■ For Unity Game Developers From scene construction to optimization — AI gets it all done through conversation.
◇ The AI "sees" the SceneView and fixes it capture_with_camera streams the SceneView / GameView to the AI. The AI evaluates and edits Bloom, color temperature, and Color Grading at the Volume level. ◇ Placement, physics, and NavMesh — all together ・Object placement, Prefab creation ・Rigidbody / Collider / Joint / Physics Material ・NavMesh baking; Agent radius / height / speed ・Search existing objects by name, tag, or component ◇ Animator, Timeline, VFX, and SE — fully integrated ・Animator Controller states / transitions / parameters ・Particle System / VFX Graph playback and parameter control ・On-the-fly sound effect (WAV) generation ・Timeline asset play / seek / track addition *Please prepare .anim clips separately. ◇ From material editing to audio generation ・Materials: properties, textures, colors ・Shaders: read / create / list_properties ・BGM generation: WAV output with BPM, tracks, and loop points specified ・Sprite generation: pixelsHex → direct PNG output ・Texture optimization: batch-change compression format and MaxSize ◇ Camera work and rough terrain blocking ・Cinemachine Virtual Camera (Body / Aim) ・Shape creation, extrude, subdivide, and bevel in ProBuilder ◇ The AI observes and measures runtime behavior ・Start / stop Play, auto-Pause at a specified second ・Proxy keyboard and mouse input ・Record and replay sessions ・Direct AI observation of FPS and memory ・Profiler start / stop, frame capture ◇ Test execution Run NUnit / PlayMode tests and summarize only the failing cases. ◇ Beyond the reach of dedicated tools The AI executes arbitrary C# directly inside the Editor.
■ Mini or Pro — Which One Is Right for You?
Just tweaking avatars → Mini Going all-in on worlds and games → Pro Pick whichever fits your use case. ────── ◇ Mini ── Avatar Customization Pack (33 tools) PhysBone, Expression, BlendShape, Animation, Material, Texture, Script, uGUI, basic Udon, and arbitrary C# execution. ◇ Pro ── Full Feature Set (65 tools) Everything in Mini, plus: ・ModularAvatar (MergeArmature / BoneProxy / BlendTree / Outfit) ・AvatarOptimizer (Trace and Optimize) ・Lighting / post-processing / VFX (URP/HDRP Volume, VFX Graph, Shader) ・Play Mode automation (input simulation, Record/Replay, Profiler, tests) ・Heavy world-building (NavMesh, ProBuilder, Physics, Timeline) ・Asset auto-generation (Chiptune / SE / Sprite) ・Automated camera capture (capture_with_camera + presets) ・Mass batch execution (batch_execute)
■ Tool Lineup
◇ VRChat Avatar (Mini / Pro) manage_vrc_expression — Expression Menu / Parameters manage_vrc_physbone — Physics bone setup manage_blendshape — Facial blend shapes manage_avatar_rig — Rig adjustments ◇ ModularAvatar / AvatarOptimizer (Pro) manage_ma_merge_armature — Outfit merging manage_ma_bone_proxy — BoneProxy manage_ma_blend_tree — MA Blend Tree manage_avatar_outfit — Outfit change workflow manage_aao_trace_and_optimize — Automatic optimization ◇ Scenes & Objects (Common) manage_scene — Scene operations manage_gameobject — GameObject operations manage_components — Components manage_prefabs — Prefabs (enhanced in Pro) find_gameobjects — Search ◇ Materials, Textures, Scripts, Assets (Common) manage_material / manage_texture / manage_script / manage_asset ◇ Animation, UI, Camera (Common) manage_animation — Animator Controller / Clip / State / Transition manage_ugui / manage_ui — UI manage_camera — Includes Cinemachine ◇ Udon (Common) manage_udon — UdonSharp attach + public variables ◇ Physics, NavMesh, ProBuilder, Timeline (Pro) manage_physics — Rigidbody / Collider / Joint / Physics Material manage_ai_navigation — NavMesh baking, Agent manage_probuilder — shape / extrude / subdivide / bevel manage_timeline — play / seek / track ◇ Lighting, VFX, Shaders (Pro) manage_graphics — URP/HDRP Volume manage_vfx — Particle System / VFX Graph get_volumes — Retrieve Volume state get_renderer_features — Retrieve Renderer Feature state manage_shader — read / create / list_properties ◇ Play Mode Automation (Pro) control_play_mode — Play / Stop / PlayUntil simulate_keyboard — Keyboard input simulate_mouse_input — Mouse input simulate_mouse_ui — UI clicks record_input / replay_input — Record and replay sessions manage_profiler — Unity Profiler run_tests — NUnit / PlayMode tests ◇ Camera Capture (Pro) capture_with_camera — Capture SceneView / GameView → transfer to AI manage_scene_camera — Save and restore SceneView camera state manage_camera_preset — Camera presets ◇ Asset Generation (Pro) generate_chiptune — WAV BGM generation generate_se — Sound effect WAV generation generate_sprite — PNG sprite generation ◇ Packages & ScriptableObjects (Pro) manage_scriptable_object — ScriptableObject operations manage_package — UPM packages ◇ Arbitrary C# Execution (Common / enhanced in Pro) execute_dynamic_script — One-shot execution execute_dynamic_compilation — Pre-compilation (Pro) execute_dynamic_result — Large-volume / async result retrieval (Pro) ◇ Mass Batch Execution (Pro) batch_execute — Bundle multiple MCP calls into a single batch ◇ Editor Basics (Common) compile / refresh_unity / execute_menu_item manage_editor / screenshot / get_logs / focus_window
■ System Requirements
OS: Windows 10 / 11 (64-bit) Unity: 2022.3 or later (verified on 2022.3.22f1 / 6000.3.7f1) VRChat Worlds SDK: Verified on 3.7.6 AI: Any MCP-compliant LLM client *Windows only.
■ Update History
## [6.1.2] — 2026-05-24 Add - Install Guide ## [6.1.1] — 2026-05-24 **Free SKU + 4-day trial** — adds a third distribution SKU (Free) that runs for 4 days from first launch, then disables all tools with an upgrade notice. Paid SKUs (Pro/Mini) are unaffected. ## [6.1.0] — 2026-05-22 Externalized the EditorEyeMCPServer.exe binary, bundled sample scenes, verified compatibility with URP and Fast Enter Play Mode, and fully revised the documentation (LICENSE.md, README.md, NOTICE.md updated). No API changes.
■ "With Editor Eye, just talk — in natural language.
Model used: MANUKA (with thanks to the creator) *Animations are prepared in advance.
■ Easy Setup
1 Import the unitypackage 2 Click OK on the prompt to install the Editor Eye Standalone server 3 In the Setup window, click "Set Up" next to the AI you want to use
■ Tips for Getting the Most Out of It
◇ One thing I've noticed while using Editor Eye is that what AI considers "cute" or "beautiful" is often quite different from what humans do. So instead of asking for "a cute magic wand," using a more specific prompt will produce results that better reflect your own vision. Handing over reference material — like "in the style of XX" — also works well. ◇ Large, sweeping prompts like "make a 3D action game" tend to produce something equally large and vague. We recommend building up step by step with incremental, layered prompts instead.
■ Closing Thoughts
I'm a game creator myself. Time eaten up by "prep work before the real work," leaving no room for the things you actually want to create — I want Editor Eye to wipe that frustration out. Let's spend our time on the creation itself.

