Dynamic update of Tools / Prompts and other explicit things to a client #217
IvanMurzak
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Pre-submission Checklist
Your Idea
Have some thoughts about dynamic capabilities which I would like to discuss. Would be happy to hear your thoughts.
There is the use case I imagine (and actually want to implement in my Unity-MCP server).
Create Tool
Tool that lets to create another tool.As a result, client may extended features for itself on a fly.
In my particular
Unity-MCP
case, the MCP server don't need to recompile itself. It would askUnity-MCP package
in Unity Editor for the list of existed features. Unity is made with dotnet, it may host thecsharp-sdk
that would provide list of tools to the MCP server over TCP. Then the MCP server would talk to a client with updated list of tools.Unity Editor is changing, and game developer may want to have drastically unique tools for their specific games. It sounds like a good idea at least to me to let a client to provide the source code of the tool. It is a common practice for a Unity Editor to recompile domain pretty often. The
Unity-MCP package
would immediately restart itself inside of Unity Editor environment and to re-establish TCP connection with MCP server.There is another reason of doing that. Lets say I am a Unity Developer who would like to use
Unity-MCP
solution in my custom game. And my game has a unique mechanic of level building which I would like to explicit to LLM. And to ask LLM to build the world for me using this unique mechanic. I may create my own C# function usingcsharp-sdk
in my Unity project. Unity would recompile it immediately and theUnity-MCP package
would send the updated list of capabilities toUnity-MCP Server
.Long story short, this is ability for developers to add capabilities without modifying MCP server. Because MCP server would be in unmodified space, because it is a
package
that would be installed into a project as a dependency.Scope
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