prefab-sentinel (tyunta/prefab-sentinel) is an MCP server listed on the M8ven Trust Index. It scores 54 out of 100, grade D. It declares 83 tools. No publisher has claimed this listing.

D
Caution
54/100

prefab-sentinel

MCP server for safely inspecting and editing Unity/VRChat prefabs, scenes, and assets. It diagnoses override collisions, broken references, and runtime exceptions, with read-only YAML analysis and write operations via an Editor Bridge.

Caution. Specific findings reduced this grade. They are listed on the page. Grades reflect the full trust pyramid: code, verification depth, and reputation. New projects cap at C until adoption is earned.

How we verified

Code Verified⚡ Live Monitored: not connected

Verified is a snapshot. Live keeps it current, and builds your track record.

⚡ Connect GitHub → continuous verification on every pushwhy connect →

Who stands behind it

tyunta

Source: Glama

Is this your MCP?

Claim it to get a verified publisher badge, a free copy of our full audit findings, and direct contact for any high-priority issues we find. Or connect your repo for our deepest verification, Live Monitored: read-only, revoke anytime. What we access →

Install from

The grade above is for the source repository. Registries can serve a different version, so we mark the ones we were not able to read.

// key findings
No credential exfiltration, no sensitive file access, no obfuscation
Static analysis found nothing flowing your secrets to unexpected places.
Open source with a license and README
Anyone can audit the code, the license is declared, and the publisher documents what it does.
// tools this server exposes83 tools

These names and descriptions are the publisher's own, read from the source code. We print them as written. Our assessment is the findings above, not this list.

add_component

Add a component to an existing GameObject in an open-mode asset.

remove_component

Remove a component from an existing GameObject in an open-mode asset.

copy_component_fields

Copy serialized field values between components of the same type.

vrcsdk_upload

Build and upload an avatar or world to VRChat via VRC SDK.

editor_reflect

Inspect Unity C# APIs via runtime reflection.

editor_inspect_animation_clip

Read an AnimationClip's curves and timing (issue #243).

editor_create_animation_clip

Write a new AnimationClip (issue #243, issue #53).

editor_apply_animation_clip

Preview-apply an AnimationClip against a live target (issue #243).

editor_create_empty

Create an empty GameObject with name, optional parent and position.

editor_create_primitive

Create a primitive GameObject (Cube, Sphere, Cylinder, Capsule, Plane, Quad).

editor_create_ui_element

Create a uGUI element under the requested parent (issue #195).

editor_batch_create

Create multiple GameObjects in a single request (Undo-grouped).

editor_batch_set_property

Set multiple properties in a single request (Undo-grouped).

editor_batch_set_material_property

Set multiple shader properties on one material in a single request (Undo-grouped).

editor_batch_add_component

Add components to multiple GameObjects in a single request (Undo-grouped).

editor_open_scene

Open a Unity scene by asset path.

editor_save_scene

Save the current scene. If asset_path is empty, saves all open scenes in place.

editor_create_scene

Create a new empty Unity scene and save it to the specified path.

editor_run_script

Run an arbitrary C# snippet inside the Unity Editor.

editor_run_script_submit

Stage a C# snippet asynchronously and return an opaque request id (issue #233).

editor_run_script_poll

Poll an asynchronous run-script job (issue #233).

editor_set_property

Set a serialized property on a component via Unity's SerializedObject API.

editor_set_properties

Set multiple serialized properties on a live Unity Editor component in a single Undo group.

editor_safe_save_prefab

Save a scene GameObject as a Prefab or Prefab Variant asset with optional strip-and-reattach protection for caller-named component types (issues #193, #228).

editor_set_parent

Set the parent of a GameObject in the scene hierarchy (Undo-able).

editor_open_prefab

Open a prefab as the active Prefab Stage (issue #236).

editor_close_prefab

Close the active Prefab Stage (issue #236).

editor_add_udonsharp_component

Upsert an UdonSharpBehaviour component on a GameObject.

editor_set_udonsharp_field

Write a single serialized field on the unique UdonSharp behaviour at *hierarchy_path*.

editor_wire_persistent_listener

Wire a string-mode persistent listener from a UnityEvent to a method on another component.

editor_screenshot

Capture a screenshot of the Unity Editor (issues #249, #84).

editor_force_scene_view_refresh

Bridge-side scene-view refresh primitive (issue #242).

editor_select

Select a GameObject in the Unity Hierarchy.

editor_frame

Frame the selected object in Scene view.

editor_get_camera

Get current Scene view camera state.

editor_set_camera

Set Scene view camera.

editor_list_children

List children of a GameObject in the running scene.

editor_list_materials

List material slots on renderers under a GameObject at runtime.

editor_list_roots

List root GameObjects in the current Scene or Prefab Stage.

editor_get_material_property

Read shader property values from a material at runtime.

editor_set_material_property

Set a shader property value on a material at runtime.

editor_console

Capture Unity Console log entries as structured data.

editor_refresh

Refresh the asset database and report any triggered compile.

editor_recompile

Recompile scripts and synchronously wait for completion (issue #54).

editor_run_tests

Run Unity integration tests via Editor Bridge.

editor_instantiate

Instantiate a Prefab into the current Scene.

editor_set_material

Replace a material slot on a Renderer at runtime (Undo-able).

editor_find_renderers_by_material

Find all renderers using a specific material in the current scene.

editor_rename

Rename a GameObject in the scene (Undo-able).

editor_add_component

Add a component to a GameObject at runtime (Undo-able).

editor_remove_component

Remove a component from a GameObject at runtime (Undo-able).

editor_create_udon_program_asset

Create an UdonSharpProgramAsset (.asset) for an UdonSharp C# script.

editor_delete

Delete a GameObject from the scene hierarchy (Undo-able).

editor_get_blend_shapes

Get BlendShape names and weights, paginated (issue #241).

editor_set_blend_shape

Set a BlendShape weight by name on a SkinnedMeshRenderer (Undo-able).

editor_list_menu_items

List Unity Editor menu items registered via [MenuItem] attribute.

editor_execute_menu_item

Execute a Unity Editor menu item by path.

set_material_property

Set a single property in a .mat file (offline YAML editing).

copy_asset

Copy a Unity text asset with automatic m_Name sync and .meta generation.

rename_asset

Rename a Unity text asset with automatic m_Name sync and .meta rename.

patch_apply

Validate and apply a patch plan to Unity assets.

revert_overrides

Remove a specific property override from a Prefab Variant.

activate_project

Set the project scope and warm caches for subsequent requests.

deploy_bridge

Deploy or update Bridge C# files to the Unity project.

get_project_status

Show current session state: cached items, scope, project root.

set_property

Set a serialized field value on a component identified by symbol path.

set_properties

Set multiple serialized property values on a component in a single transaction.

get_unity_symbols

Get the symbol tree (GameObject/Component hierarchy) of a Unity asset.

find_unity_symbol

Find a Unity object by its human-readable symbol path.

find_referencing_assets

Find all assets that reference a given asset path or GUID.

validate_refs

Scan for broken GUID/fileID references in a Unity project scope.

inspect_wiring

Analyze MonoBehaviour field wiring in a Prefab or Scene.

inspect_variant

Inspect a Prefab Variant's override chain and effective values.

diff_unity_symbols

Show only the differences between a Variant and its Base.

list_serialized_fields

List serialized C# fields for a Unity script.

validate_field_rename

Analyze the impact of renaming a serialized C# field (read-only).

check_field_coverage

Detect unused C# fields or orphaned YAML propertyPaths in scope.

inspect_materials

Show per-renderer material slot assignments with override/inherited markers.

inspect_material_asset

Inspect shader, properties, and texture references in a .mat file.

validate_structure

Validate internal YAML structure (fileID duplicates, Transform consistency).

inspect_hierarchy

Display the GameObject hierarchy tree of a Unity asset.

validate_all_wiring

Scan all .prefab/.unity files in scope for null references.

validate_runtime

Run runtime validation: UdonSharp compile + ClientSim execution.

// environment variables
To run this server yourself, you supply these values. They go in your own MCP client configuration and stay on your machine. The secret label means the value is sensitive, not that the server mishandles it.
configUNITYTOOL_PATCH_BRIDGE
// quality suggestions

Tool annotations

No tools have read-only/destructive annotations

Add readOnlyHint or destructiveHint annotations to every tool so hosts can warn users before invoking.

All four hints declared on every tool

83/83 tools missing one or more hints — add_component (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); remove_component (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint); copy_component_fields (missing: readOnlyHint, destructiveHint, idempotentHint, openWorldHint), +80 more. OpenAI's directory rejects tools where any of the four hints are missing or non-boolean.

For every tool, set all four hints (readOnlyHint, destructiveHint, idempotentHint, openWorldHint) to explicit true/false values that match the handler’s actual behaviour.

Destructive tools are labelled

1 tool perform destructive updates without destructiveHint — deploy_bridge deletes at line 211 (old_file.unlink())

Add destructiveHint:true to any tool whose handler calls .delete(), .upsert(), .update(), unlink, rm, DELETE, DROP, REPLACE INTO, or any operation that overwrites existing data.

Tool inputs are validated

78/83 tool handlers declare input schemas (94%)

Declare an inputSchema with zod/joi/yup on every tool definition.

Tool handlers catch errors

Only 5/83 tool handlers wrap calls in try/catch (6%)

Wrap each tool handler body in try/catch and return a structured error response.

Tests exist

No test files found

Add tests that exercise each declared tool.

Claim the listing to review these findings one by one and send us a correction where you disagree, straight to the team. Claiming also means we tell you when the grade moves, and reach you first if we find anything urgent.

// full audit trail
The findings above are the summary. The full trail, every check we ran, each deduction, the network hosts observed and the dependency advisories, goes to verified publishers, along with an alert whenever a new one lands. Verified publishers can also review each finding and dispute it in one click. Publisher corrections have sharpened several of our checks this month, because the maintainer knows the codebase better than any scanner.
// improvement guidance — verified publishers only
We have 6 concrete improvements we can share with the publisher of this MCP. Each comes with specific guidance to raise the trust score.
// embed badge in your README
[![M8ven Verified](https://m8ven.ai/badge/mcp/tyunta/prefab-sentinel?variant=verified)](https://m8ven.ai/mcp/tyunta/prefab-sentinel)
Shows verification status without the grade. Want the grade badge instead? Remove ?variant=verified from the URL.
commit: a64af4c5d3678f26b6be061cfcd4aa8be6235039
code hash: 26768df5894450b791ac125fa923f534095bd75533eb587b5a4bb2cb21ff9de6
view raw JSON →
Check MCPs from inside your assistant
Tool Check · MCP

Vetting this one by hand? Tool Check is an MCP that scores other MCPs. Add it once and ask Claude, ChatGPT, or any MCP client to grade a server, surface CVEs, check the publisher, and suggest safer alternatives — before you install.

https://m8ven.ai/api/mcp/tool-check
check_toolsearch_toolscompare_toolsrecommend_alternativescheck_publisherreport_concern
How to add it →Free · no account needed · works in any MCP client