Avatar creation for VRChat in Unity using agentic coding tools.
My blog post about it: https://sentfromspace.xyz/blog/claude-vrchat-avatar/
- Download the
.zipfrom this GitHub repository - Extract it into your Unity project root — the folder containing
Assets/,Packages/, andLibrary/(in Creator Companion: three dots next to the project → Open Project Folder) - Files land in the right places automatically — the Unity package goes into
Packages/, configs go to the project root
- Claude Code (Anthropic)
- Codex (OpenAI)
Or any other capable coding agent with MCP support
Unity package (Packages/xyz.sentfromspace.agentic-tools):
- UnityMcpBridge — MCP server that lets AI agents execute C# inside the Unity Editor (read hierarchy, add components, create assets, configure settings)
- AvatarTypeChecker — post-build static analysis for avatar validation (broken animation paths, parameter mismatches, material issues)
- GestureManagerVerifier — runtime toggle verification using Gesture Manager
Agent configs:
AGENTS.md/CLAUDE.md— detailed instructions for AI agents covering VRChat SDK, VRCFury, Poiyomi, avatar workflows, and Unity conventions.mcp.json— MCP server config for Claude Code.codex/— MCP server config for Codex
The Unity package includes a built-in MCP server (UnityMcpBridge) that starts automatically when the Unity Editor loads — no external process or dependency needed. It listens on http://127.0.0.1:14523/mcp/ using Streamable HTTP transport and exposes a single tool: execute_csharp, which compiles and runs C# snippets on the Unity main thread with access to all loaded assemblies (Unity, VRC SDK, VRCFury, project scripts). The .mcp.json and .codex/config.toml files point Claude Code and Codex to this local server.
The agent instructions cover deep integration with:
- VRCFury — automated toggle creation, component scanning, build verification
- Poiyomi Toon Shader — material property discovery, module configuration, animated properties