[FEATURE] Feature Request: Unity prefab UI position editing via visual preview
Preflight Checklist
- [x] I have searched existing requests and this feature hasn't been requested yet
- [x] This is a single feature request (not multiple features)
Problem Statement
Use Case
When working on Unity 2D game UI layout (prefabs), Claude can read and write
RectTransform values via MCP, but the coordinates don't match what's visually
shown in the Unity Editor viewport. This makes it hard to iterate on UI
positioning without constant manual correction.
Requested Feature
Better integration between Claude Code and Unity's visual editor so that:
- Claude can verify actual screen positions after applying RectTransform changes
- Claude can take a screenshot of the Unity Game/Scene view to confirm layout
- Position adjustments can be done in a visual feedback loop
Current Workaround
User has to manually adjust prefab positions in the Unity Inspector after
Claude sets coordinate values, because the visual result differs from what
Claude predicts based on anchor/offset math.
Environment
- Unity 6000.3.7f1 (2D)
- Claude Code with unity-code-mcp-stdio MCP server
- OS: Windows 11
Proposed Solution
Add an MCP tool to capture Unity Editor's Game View or Scene View as a
screenshot, similar to how preview_screenshot works for web projects.
Example tool: capture_unity_view(view="game") → returns image
This would allow Claude to:
- Apply a RectTransform change via MCP
- Capture the Game View to verify the visual result
- Iterate until the layout looks correct
Without this, UI positioning is a blind process — Claude can write coordinate
values but cannot confirm whether the result matches the intended layout.
Alternative Solutions
_No response_
Priority
High - Significant impact on productivity
Feature Category
MCP server integration
Use Case Example
_No response_
Additional Context
_No response_
This issue has 2 comments on GitHub. Read the full discussion on GitHub ↗