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Openai/6952a1d0-7e3c-8003-a3f6-55806826a464
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=== Assistant: Yep — for a BepInEx IL2CPP Unity mod, AI is most useful when it can see your repo, your logs, and the game’s dumped typ… === Yep — for a BepInEx (IL2CPP) Unity mod, AI is most useful when it can see your repo, your logs, and the game’s dumped types. That’s exactly what MCP servers are good at: giving your assistant “hands” (files, git, web fetch, etc.) without you copy-pasting everything. ==== ### ==== What it does for you: * Lets the AI read/write your plugin source, configs, build outputs * Lets it read BepInEx logs (BepInEx/LogOutput.txt) and iterate fast when something breaks Most people pair this with a coding assistant in VS Code / Cursor / Claude Desktop. (Filesystem is one of the standard “reference” servers you’ll see in MCP server lists.) GitHub<ref>{{cite web|title=GitHub|url=https://github.com/modelcontextprotocol/servers|publisher=github.com|access-date=2025-12-29}}</ref> ===== What it does for you: ===== * Search your repo history when you broke something * Pull patterns from other open-source BepInEx plugins * Generate PR-ready commits/messages and keep changes clean The Git/GitHub servers are also common “core” MCP picks in curated MCP server lists. GitHub<ref>{{cite web|title=GitHub|url=https://github.com/wong2/awesome-mcp-servers|publisher=github.com|access-date=2025-12-29}}</ref> ===== What it does for you: ===== * Let the AI pull docs and turn them into actionable snippets * Great for stuff like: BepInEx install quirks, IL2CPP gotchas, config formats MCP “example servers” commonly include a fetch/web server for exactly this “grab docs → summarize → apply” workflow. Model Context Protocol<ref>{{cite web|title=Model Context Protocol|url=https://modelcontextprotocol.io/examples|publisher=Model Context Protocol|access-date=2025-12-29}}</ref> (Also: the BepInEx IL2CPP install docs mention first-run generating files + where logs live, which your AI can use to debug “it didn’t load” issues.) BepinEx Docs<ref>{{cite web|title=BepinEx Docs|url=https://docs.bepinex.dev/master/articles/user_guide/installation/unity_il2cpp.html|publisher=BepinEx Docs|access-date=2025-12-29}}</ref> ===== What it does for you: ===== * Store/replay structured debug data: snapshots, events, tick times, desync markers * Query “when did divergence start?” instead of reading 10k lines of log There are MCP servers specifically for SQLite workflows. LobeHub<ref>{{cite web|title=LobeHub|url=https://lobehub.com/mcp/simonholm-sqlite-mcp-server|publisher=lobehub.com|access-date=2025-12-29}}</ref> ===== Even though you’re modding a built game, Unity MCP servers can still help because you can: ===== * create a tiny Unity “repro project” to test logic (serialization, interpolation, prediction) * generate scripts/scenes fast for prototyping systems you’ll later port into the mod There are multiple Unity MCP server projects that connect the Unity Editor to AI assistants via MCP. GitHub<ref>{{cite web|title=GitHub|url=https://github.com/CoderGamester/mcp-unity|publisher=github.com|access-date=2025-12-29}}</ref> If your mod includes any networking, this can save you from testing everything inside the actual game executable (aka suffering). ==== - VS Code + GitHub Copilot + MCP servers (VS Code has docs for using MCP servers with Copilot). Visual Studio Code<ref>{{cite web|title=Visual Studio Code|url=https://code.visualstudio.com/docs/copilot/customization/mcp-servers|publisher=Visual Studio Code|access-date=2025-12-29}}</ref> ==== * Cursor (great at repo-wide edits; MCP is commonly used alongside it via Unity MCP projects) GitHub<ref>{{cite web|title=GitHub|url=https://github.com/CoplayDev/unity-mcp|publisher=github.com|access-date=2025-12-29}}</ref> * Claude Desktop / other MCP-capable clients (MCP originated from Anthropic; lots of server lists target Claude-style clients) Anthropic<ref>{{cite web|title=Anthropic|url=https://www.anthropic.com/news/model-context-protocol|publisher=anthropic.com|access-date=2025-12-29}}</ref> ==== 1. Filesystem MCP (your mod repo + BepInEx log folder) ==== # Git + GitHub MCP (so it can browse known plugin examples + your history) # Fetch MCP (so it can pull docs and not hallucinate APIs) # SQLite MCP (only if you’re doing multiplayer/complex debugging) # Unity MCP (only if you want fast prototyping outside the game) ==== If this is a game with anti-cheat / competitive online, mod injection can get accounts banned. For offline / private coop, you’re usually fine. ==== If you tell me what editor you’re using (VS Code / Cursor / Rider) and what you want the AI to do (generate plugin skeletons, debug logs, analyze IL2CPP dumps, design netcode), I’ll recommend a tighter MCP stack and a workflow that doesn’t turn into “tooling side-quest: the game.” TL;DR: Best MCP servers for BepInEx modding are Filesystem + Git/GitHub + Fetch; add SQLite for multiplayer debugging, and Unity MCP only if you want rapid prototyping in the Unity Editor.
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