This project is an Android-optimized 2D Unity game based on the demonstration project Lost Crypt. It is specifically configured to demonstrate large-screen and foldable device capabilities, showcasing features like adaptive layouts, foldable device posture awareness, and multi-window resizing. The project shows how to handle aspect ratio support, full screen utilization using anchoring, and posture support (such as hinge angle sensing) on devices like the Google Pixel Fold.
- .vscode: Stores workspace-specific configurations, task definitions, and settings for Visual Studio Code. It ensures developers have consistent formatting, compilation, and debugging configurations when working in this editor.
- Assets: Contains all game assets, scripts, scenes, plugins, and configurations that make up the game. It is the core directory of the Unity project, housing everything from gameplay C# scripts to 2D sprites, shaders, and audio assets.
- Library: A local cache directory generated by the Unity Editor that stores imported asset metadata, platform-specific databases, and package caches. It is regenerated automatically by Unity and should not be included in version control.
- Logs: Stores diagnostic logs, editor logs, and package compilation reports generated during development. These files help troubleshoot internal editor issues, build errors, or package management warnings.
- Packages: Dictates the external package dependencies and module extensions for the project using the Unity Package Manager (UPM). It ensures that all dependencies, like the Universal Render Pipeline and Input System, are locked to consistent versions across all developers.
- ProjectSettings: Holds the global configurations, build options, input mappings, quality settings, and physics behaviors for the Unity engine. These files define how the application is initialized and compiled across different target platforms.
- Temp: A temporary directory generated by Unity while the editor is open to store transient assets, compile cache, and runtime state. It is automatically cleaned up when the Unity Editor is closed.
- UserSettings: Houses local user-specific editor preferences, window configurations, and layout states. Because these settings are unique to each developer's workspace preference, they should not be checked into source control.
- .gitignore: Defines files and folders that Git version control should ignore, such as local build caches, user preferences, and temporary files. This prevents bloated directories like
LibraryandTempfrom being committed to the repository. - ABOUT.md: Contains the original introductory guide for the Android Large Screen x Unity Sample Project. It details how the project utilizes the Unity 2D Lost Crypt sample to demonstrate aspect ratios, full screen utilization, and foldable device hinge-aware setups.
- Assembly-CSharp-Editor.csproj: An autogenerated C# project file that configures editor-only scripts for external development tools. It maps dependencies and assembly references so IDEs can compile custom inspectors and menu extension tools.
- Assembly-CSharp.csproj: An autogenerated C# project file that stores reference paths and compilation settings for the main gameplay and runtime scripts. It provides the layout needed for IDE code autocompletion, refactoring, and linting.
- LICENSE: Contains the licensing agreement and legal permissions for the distribution and usage of the project's source code and resources. It outlines standard rights and copyright disclaimers for developers utilizing this template.
- lsf-lostcrypt.slnx: A Visual Studio XML solution file that aggregates all the individual C# project files together. It allows developers to load the entire codebase into modern IDEs in a structured manner.
- README.md: Serves as the main documentation page for the project, providing a general overview of the project's purpose, its directory structure, and the responsibilities of individual files.
Follow these steps to set up the project and enable the Unity Model Context Protocol (MCP) server for AI-driven editor interactions.
- Unity Editor: Version
6000.5.4f1(or matching version fromProjectSettings/ProjectVersion.txt). - Python 3.10+ and
uvcommand line tool.
Add the unityMCP entry to your global MCP configuration file (typically located at ~/.gemini/config/mcp_config.json):
{
"mcpServers": {
"unityMCP": {
"serverUrl": "http://127.0.0.1:8080/mcp",
"type": "http",
"disabled": false
}
}
}Run the following command in your terminal to start the local HTTP bridge server.
Note
If your workstation overrides python indexes to a custom registry, prepend UV_DEFAULT_INDEX to force the use of the public PyPI registry:
UV_DEFAULT_INDEX=https://pypi.org/simple ~/.local/bin/uvx --from "mcpforunityserver==10.1.0" mcp-for-unity --transport http --http-url http://127.0.0.1:8080 --project-scoped-tools- Open the project in the Unity Editor.
- Go to Window -> MCP for Unity -> Toggle MCP Window in the menu bar.
- Click Connect (or Start) in the Unity window to link the editor client to your running local server.
- Verify the connection by querying the active instances in your AI client.