Hades builds a Unity context graph to fix Claude Code's scene navigation
Hades is an open-source MCP tool that builds a queryable graph of Unity project entities — scenes, prefabs, and components — so Claude Code can navigate complex projects accurately instead of grepping through raw YAML.
Score breakdown
Hades replaces token-heavy YAML parsing with a structured MCP graph query layer, directly addressing the missed-dependency errors that stock Claude Code produces when reasoning about Unity project relationships.
- 01Hades builds a graph of Unity project entities (scenes, prefabs, GameObjects, components) queryable by Claude via MCP tools.
- 02Stock Claude Code read ~200k tokens of YAML, found 1 prefab, missed 3 variants, and suggested a change that breaks inheritance on a test query.
- 03With Hades, the same query returned 4 prefabs and 3 scenes in 7 tool calls at 27% lower cost.
Hades is an open-source MCP-based tool designed to give Claude Code a structured understanding of Unity projects. The core problem it solves is that Unity projects are composed of complex scenes, nested prefabs, and GameObjects with dozens of components and properties — a structure that is poorly served by token-heavy YAML parsing or simple grep-based search. Claude Code, without additional context, misses the relational structure between entities, leading to incomplete or incorrect answers about project dependencies.
The tool works by building a graph of a Unity project's entities and exposing that graph to Claude via MCP tools, allowing the agent to query relationships directly rather than reading raw asset files.
The tool works by building a graph of a Unity project's entities and exposing that graph to Claude via MCP tools, allowing the agent to query relationships directly rather than reading raw asset files. The author provides a concrete benchmark: when asked "which prefabs and scenes break if I change EnemyAI?", stock Claude Code consumed ~200k tokens of YAML, identified only 1 prefab, missed 3 variants, and produced a suggestion that breaks inheritance. With Hades, the same query returned the correct result — 4 prefabs and 3 scenes — in 7 tool calls and at 27% lower cost.
The project is currently proof-tested on macOS and Unity 6, and v1 is built primarily around Claude Code. Support for Cursor and other AI agents is described as planned for after launch. The author, who uses Unity and Claude Code daily professionally, has published a full write-up on Medium and a side-by-side comparison with reproduction steps in the GitHub repository.
Key facts
- 01Hades builds a graph of Unity project entities (scenes, prefabs, GameObjects, components) queryable by Claude via MCP tools.
- 02Stock Claude Code read ~200k tokens of YAML, found 1 prefab, missed 3 variants, and suggested a change that breaks inheritance on a test query.
- 03With Hades, the same query returned 4 prefabs and 3 scenes in 7 tool calls at 27% lower cost.
- 04The project is open source and currently proof-tested on macOS and Unity 6 only.
- 05v1 is built around Claude Code; Cursor and other AI agent support is planned post-launch.
- 06A full side-by-side comparison with reproduction steps is available in the GitHub repository.
Topics
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