# MCPup: A MCP Framework for Entire Workflow [](https://x.com/MCPupAI)
[](https://opensource.org/licenses/Apache-2.0)
[](https://unity.com/)
[](https://nodejs.org/en)
[](https://nodejs.org/en)
[](https://x.com/MCPupAI)
# 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"
}
}
}
}
```