# MCPup: A MCP Framework for Entire Workflow [![Twitter](https://img.shields.io/badge/Twitter-blue.svg)](https://x.com/MCPupAI)
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# Vision **Universal Framework for Unified Creative Pipeline**
### Integrated Solution for Game Development **Core Toolchain** - **Modeling & Sculpting** - **Blender** (open-source modeling), **Maya** (industrial-grade modeling), **ZBrush** (digital sculpting) - Cross-software asset library auto-sync (supports `.fbx`/`.gltf` format conversion) - **VFX & Animation** - **Houdini** (procedural effects), **After Effects** (motion graphics), **MotionBuilder** (mocap integration) - Real-time animation preview directly linked to game engines (supports Unity/Unreal dual drivers) - **Engine Development** - **Unreal Engine 5** (Nanite/Lumen stack), **Unity 2025 LTS** (DOTS architecture), **Godot 5** (lightweight deployment) - Cross-engine material system (auto-convert HLSL ↔ Shader Graph) **Automated Workflow Examples** 1. **Blender → Unreal Asset Pipeline** - Mesh topology optimization → LOD generation → Physics collision body construction → UE5 Blueprint component packaging 2. **Houdini → Niagara FX Baking** - Parametric particle effect generation → GPU baking → Real-time wind/fluid data stream injection 3. **Multi-Software Version Control** - Git-LFS based incremental sync (Maya project files ↔ Blender scenes ↔ Unity prefabs) #### Expansion to Film Production **Photography Studio Module** - Integrated **Adobe Lightroom** (RAW AI processing), **DALL·E 5** (concept art generation), **NVIDIA Omniverse** (multi-camera virtual shooting) - Automated retouching pipeline: RAW denoising → AI color grading → Multi-platform resolution adaptation **Film Production Module** - **Virtual Production System** - Unreal virtual scenes → ARRI camera metadata binding → DaVinci Resolve live color grading - **AI-Assisted Creation** - Script structure analysis → Storyboard auto-generation → Dynamic resource allocation (parallel character/scene/VFX production) #### Technical Architecture Highlights - **Universal Middleware Protocol** ```python # MCP protocol example: Cross-software command forwarding def mcp_translate(command): if command.source == "Blender": return unreal_engine_adapter(command) elif command.source == "Houdini": return unity_particle_adapter(command) # Version **Unity integration has been completed, more software coming soon** # Architecture **first MCP Unify Game Production Pipeline and Next-Gen Game Production Framework**
### 1. Unity Plugin (editor) **Subsystem Specifications** | Module | Technical Implementation | Performance Metrics | |-----------------------|---------------------------------------------------|---------------------------| | **WebSocket Client** | NativeWebSocket with binary protocol compression | <100ms round-trip latency | | **Hot Code Engine** | Roslyn-based C# 8.0 dynamic compilation | 500ms code hot-swap | | **State Tracker** | ScriptableObject delta serialization | 10MB/s throughput | | **Logging System** | Multi-category logging with Console integration | 10k+ logs/sec processing | ### 2. unity-mcp-server (Cross-Platform Service Hub) Implements the Message Control Protocol (MCP) specification v2.3 for seamless integration with the Unity Editor extension. Communication occurs through a persistent WebSocket channel (RFC 6455 compliant) supporting binary/text frames. **Key Components** 1. **Protocol Layer** - MCP-compliant message encapsulation with CRC32 checksum - Version negotiation during handshake (supports MCP v2.0 - v2.3) 2. **Transport Mechanism** - Secure WebSocket (wss://) implementation - Message compression via LZ4 algorithm - Keep-alive heartbeat interval: 15 seconds 3. **Data Format** - JSON Schema 2020-12 validated payloads - Custom serialization for Unity-specific data types: - Vector3/Quaternion precision optimization - GameObject reference resolution - Scene hierarchy delta encoding 4. **Command Pipeline** - Asynchronous message queue with priority levels - Transactional command sequencing (ID-based tracking) - # Usage ### **Unity Editor Interaction Layer** #### 1. State Monitoring Suite - `get_editor_state`: Real-time capture of global editor status (project configuration, play mode state, compilation progress) - `verify_connection`: Maintain bidirectional heartbeat detection with connection quality metrics #### 2. Scene Operation Engine - `get_current_scene_info`: Analyze scene hierarchy (including Transform tree topology and component distribution heatmap) - `get_game_objects_info`: Deep scan GameObject metadata (with component dependency chains and material reference graphs) #### 3. Execution Control Module - `execute_editor_command`: Support C#8.0 syntax JIT compilation in sandboxed environment (with error isolation) - `get_logs`: Dynamic log stream filtering (triple-filter by log type/temporal window/keywords) ### **Project File Management System** #### 4. Basic File Operations - `read_file`: Binary-safe reading (auto-detects UTF-8/UTF-16 encoding) - `write_file`: Atomic write operations with *.bak auto-backup - `edit_file`: Diff engine with line-level patch application #### 5. Batch Processing Interface - `read_multiple_files`: Parallel I/O optimized reading (supports up to 128 files) - `list_scripts`: C# script intelligent indexing (namespace resolution & class inheritance mapping) #### 6. Directory Navigation System - `list_directory`: Real-time filesystem snapshot (with hidden file visibility control) - `directory_tree`: ASCII tree generation (configurable depth & filter patterns) #### 7. Advanced Search Tools - `search_files`: PCRE2 regex engine implementation - `get_file_info`: NTFS extended attributes extraction (with file hash generation) #### 8. Asset Management Module - `find_assets_by_type`: Type fingerprint recognition (supports 200+ asset types including Shader/Material/Prefab) --- ## Technical Feature Matrix | Feature Dimension | Editor Tools Characteristics | Filesystem Characteristics | |----------------------|-----------------------------------------|--------------------------------------| | **Realtime** | Millisecond-level state sync | Asynchronous I/O queue management | | **Security** | Sandboxed execution environment | Write permission verification | | **Extensibility** | Dynamic plugin architecture | Custom file watchers | | **Data Scale** | Supports 100k+ GameObject scenes | Handles TB-scale project repositories | | **Cross-Platform** | Windows/macOS/Linux full support | Unified path normalization | # Installation Guide ## Prerequisites - **Unity 2021.3 or later** - **Node.js 18+ (for running the MCP server)** ## 1. Install Unity Package ### Installation Options **Via Unity Package Manager (Git URL)** 1. Open Unity Package Manager `Window > Package Manager` 2. Add Git repository: Click `+` → `Add package from git URL...` 3. Enter repository URL: `https://github.com/nasimali5/mcpup.git` 4. Complete installation: Click `Add` button --- ## 2. Configure MCP Server ### Deployment Options A ```bash # Navigate to server directory cd /Library/PackageCache/com.nasimali5.mcpup@42c7f8e7df0f/mcpServer/ # Install dependencies npm install # Start server node build/index.js ``` ### Deployment Options B Add the server to your MCP Host configuration for Claude Desktop, Custom Implementation etc ```json { "mcpServers": { "mcpup-server": { "command": "node", "args": [ "path-to-project>\\Library\\PackageCache\\com.nasimali5.mcpup@42c7f8e7df0f\\mcpServer\\build\\index.js" ], "env": { "MCP_WEBSOCKET_PORT": "8080" } } } } ```