Should MCP Be Paid? Why Unity MCP Pricing Got Flamed
TL;DR
Unity MCP used to be a paid entitlement. The current Personal plan lists Unity’s MCP access as included, with no credit card. Figma MCP has stayed behind a paid subscription. Some MCP products charge, some stay free. The line is whether each call generates request cost.
Unity MCP sat behind a paid plan
The current Personal column on Unity’s pricing page puts MCP next to Cloud ecosystem access and CLI access, under a Free plan.
That used to be a paid benefit, then it opened up. Comments under Unity MCP write-ups from a few months back were already on this. One reply, a month later, is only: MCP is free now.
Someone in the comments went after it with no mercy: there is no inference cost on Unity’s side. Tokens are already paid to Cursor or Claude. A second subscription then looks like a fee for the engine not being left behind. Unity’s own Get started with Unity MCP tutorial is the setup: the Editor acts as a local server, and the coding tool talks to the open project.
How the channel itself works on this site: How MCP Connects AI Coding Tools to Game Engines. Unity 6’s built-in Bridge is local IPC; see Unity’s Codex plugin.
Figma MCP has stayed a subscription benefit
Figma’s MCP is still a paid-subscription benefit. The client list is long—Claude, Claude Code, ChatGPT, Cursor, VS Code—but the file still lives on Figma’s side. Each call is a request against that hosted file.
Request cost is the line
VberAI Studio sits with Figma on this point. An MCP that talks to VberAI hits a hosted service, so more calls mean more request cost.
A game engine is a local client. Scene, nodes, and console stay on the machine. MCP cost there is nearly zero.
Takeaway
MCP is not one product. A local engine channel can stay free.