unity-mcp/MCPForUnity/Editor/Helpers/VectorParsing.cs

732 lines
30 KiB
C#
Raw Permalink Normal View History

🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
using System;
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
using System.Collections.Generic;
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
using Newtonsoft.Json.Linq;
using UnityEngine;
namespace MCPForUnity.Editor.Helpers
{
/// <summary>
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// Utility class for parsing JSON tokens into Unity vector, math, and animation types.
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
/// Supports both array format [x, y, z] and object format {x: 1, y: 2, z: 3}.
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// </summary>
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
public static class VectorParsing
{
/// <summary>
/// Parses a JToken (array or object) into a Vector3.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed Vector3 or null if parsing fails</returns>
public static Vector3? ParseVector3(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
// Array format: [x, y, z]
if (token is JArray array && array.Count >= 3)
{
return new Vector3(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>()
);
}
// Object format: {x: 1, y: 2, z: 3}
if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("z"))
{
return new Vector3(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>(),
obj["z"].ToObject<float>()
);
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Vector3 from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
/// <summary>
/// Parses a JToken into a Vector3, returning a default value if parsing fails.
/// </summary>
public static Vector3 ParseVector3OrDefault(JToken token, Vector3 defaultValue = default)
{
return ParseVector3(token) ?? defaultValue;
}
/// <summary>
/// Parses a JToken (array or object) into a Vector2.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed Vector2 or null if parsing fails</returns>
public static Vector2? ParseVector2(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
// Array format: [x, y]
if (token is JArray array && array.Count >= 2)
{
return new Vector2(
array[0].ToObject<float>(),
array[1].ToObject<float>()
);
}
// Object format: {x: 1, y: 2}
if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y"))
{
return new Vector2(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>()
);
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Vector2 from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
Harden `manage_scriptable_object` Tool (#522) * feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping Phase 1: Path Syntax & Auto-Resizing - Add NormalizePropertyPath() to convert field[index] to Array.data format - Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices Phase 2: Consolidation - Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities - Add Vector4 parsing support to VectorParsing.cs Phase 3: Bulk Data Mapping - Handle JArray values for list/array properties (recursive element setting) - Handle JObject values for nested struct/class properties Phase 4: Enhanced Reference Resolution - Support plain 32-char GUID strings for ObjectReference fields Phase 5: Validation & Dry-Run - Add ValidatePatches() for pre-validation of all patches - Add dry_run parameter to validate without mutating Includes comprehensive stress test suite covering: - Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax - Deep Nesting, Mixed References, Rapid Fire, Type Mismatch - Bulk Array Mapping, GUID Shorthand, Dry Run validation * feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool - Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats * Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight * Gracefully default missing optional fields to 0 * Clear error messages for malformed structures - Implement TrySetQuaternion() with 4 input formats: * Euler array [x, y, z] - 3 elements interpreted as degrees * Raw array [x, y, z, w] - 4 components * Object format {x, y, z, w} - explicit components * Explicit euler {euler: [x, y, z]} - labeled format - Improve error handling: * Null values: AnimationCurve→empty, Quaternion→identity * Invalid inputs rejected with specific, actionable error messages * Validate keyframe objects and array sizes - Add comprehensive test coverage in ManageScriptableObjectStressTests.cs: * AnimationCurve with keyframe array format * AnimationCurve with direct array (no wrapper) * Quaternion via Euler angles * Quaternion via raw components * Quaternion via object format * Quaternion via explicit euler property - Fix test file compilation issues: * Replace undefined TestFolder with _runRoot * Add System.IO using statement * refactor: consolidate test utilities to eliminate duplication - Add TestUtilities.cs with shared helpers: - ToJObject() - consolidates 11 duplicates across test files - EnsureFolder() - consolidates 2 duplicates - WaitForUnityReady() - consolidates 2 duplicates - FindFallbackShader() - consolidates shader chain duplicates - SafeDeleteAsset() - helper for asset cleanup - CleanupEmptyParentFolders() - standardizes TearDown cleanup - Update 11 test files to use shared TestUtilities via 'using static' - Standardize TearDown cleanup patterns across all test files - Net reduction of ~40 lines while improving maintainability * fix: add missing animCurve and rotation fields to ComplexStressSO Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
/// <summary>
/// Parses a JToken (array or object) into a Vector4.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed Vector4 or null if parsing fails</returns>
public static Vector4? ParseVector4(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
// Array format: [x, y, z, w]
if (token is JArray array && array.Count >= 4)
{
return new Vector4(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>(),
array[3].ToObject<float>()
);
}
// Object format: {x: 1, y: 2, z: 3, w: 4}
if (token is JObject obj && obj.ContainsKey("x") && obj.ContainsKey("y") &&
obj.ContainsKey("z") && obj.ContainsKey("w"))
{
return new Vector4(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>(),
obj["z"].ToObject<float>(),
obj["w"].ToObject<float>()
);
}
}
catch (Exception ex)
{
Debug.LogWarning($"[VectorParsing] Failed to parse Vector4 from '{token}': {ex.Message}");
}
return null;
}
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
/// <summary>
/// Parses a JToken (array or object) into a Quaternion.
/// Supports both euler angles [x, y, z] and quaternion components [x, y, z, w].
/// Note: Raw quaternion components are NOT normalized. Callers should normalize if needed
/// for operations like interpolation where non-unit quaternions cause issues.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <param name="asEulerAngles">If true, treats 3-element arrays as euler angles</param>
/// <returns>The parsed Quaternion or null if parsing fails</returns>
public static Quaternion? ParseQuaternion(JToken token, bool asEulerAngles = true)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
if (token is JArray array)
{
// Quaternion components: [x, y, z, w]
if (array.Count >= 4)
{
return new Quaternion(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>(),
array[3].ToObject<float>()
);
}
// Euler angles: [x, y, z]
if (array.Count >= 3 && asEulerAngles)
{
return Quaternion.Euler(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>()
);
}
}
// Object format: {x: 0, y: 0, z: 0, w: 1}
if (token is JObject obj)
{
if (obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("z") && obj.ContainsKey("w"))
{
return new Quaternion(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>(),
obj["z"].ToObject<float>(),
obj["w"].ToObject<float>()
);
}
// Euler format in object: {x: 45, y: 90, z: 0} (as euler angles)
if (obj.ContainsKey("x") && obj.ContainsKey("y") && obj.ContainsKey("z") && asEulerAngles)
{
return Quaternion.Euler(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>(),
obj["z"].ToObject<float>()
);
}
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Quaternion from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
/// <summary>
/// Parses a JToken (array or object) into a Color.
/// Supports both [r, g, b, a] and {r: 1, g: 1, b: 1, a: 1} formats.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed Color or null if parsing fails</returns>
public static Color? ParseColor(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
// Array format: [r, g, b, a] or [r, g, b]
if (token is JArray array)
{
if (array.Count >= 4)
{
return new Color(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>(),
array[3].ToObject<float>()
);
}
if (array.Count >= 3)
{
return new Color(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>(),
1f // Default alpha
);
}
}
// Object format: {r: 1, g: 1, b: 1, a: 1}
if (token is JObject obj && obj.ContainsKey("r") && obj.ContainsKey("g") && obj.ContainsKey("b"))
{
float a = obj.ContainsKey("a") ? obj["a"].ToObject<float>() : 1f;
return new Color(
obj["r"].ToObject<float>(),
obj["g"].ToObject<float>(),
obj["b"].ToObject<float>(),
a
);
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Color from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// <summary>
v9 pre-release pruning (#528) * refactor: Split ParseColorOrDefault into two overloads and change default to Color.white * Auto-format Python code * Remove unused Python module * Refactored VFX functionality into multiple files Tested everything, works like a charm * Rename ManageVfx folder to just Vfx We know what it's managing * Clean up whitespace on plugin tools and resources * Make ManageGameObject less of a monolith by splitting it out into different files * Remove obsolete FindObjectByInstruction method We also update the namespace for ManageVFX * refactor: Consolidate editor state resources into single canonical implementation Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping. * Validate editor state with Pydantic models in both C# and Python Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early. * Consolidate run_tests and run_tests_async into single async implementation Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively. * Validate test job responses with Pydantic models in Python * Change resources URI from unity:// to mcpforunity:// It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name * Update README with all tools + better listing for resources * Update other references to resources * Updated translated doc - unfortunately I cannot verify * Update the Chinese translation of the dev docks * Change menu item from Setup Window to Local Setup Window We now differentiate whether it's HTTP local or remote * Fix URIs for menu items and tests * Shouldn't have removed it * Minor edits from CodeRabbit feedback * Don't use reflection which takes longer * Fix failing python tests * Add serialization helpers for ParticleSystem curves and MinMaxCurve types Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values. * Use ctx param * Update Server/src/services/tools/run_tests.py Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Minor fixes * Rename anything EditorStateV2 to just EditorState It's the default, there's no old version * Make infer_single_instance_id public by removing underscore prefix * Fix Python tests, again * Replace AI generated .meta files with actual Unity ones * ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8) * Add local test harness for fast developer iteration Scripts for running the NL/T/GO test suites locally against a GUI Unity Editor, complementing the CI workflows in .github/workflows/. Benefits: - 10-100x faster than CI (no Docker startup) - Real-time Unity console debugging - Single test execution for rapid iteration - Auto-detects HTTP vs stdio transport Usage: ./scripts/local-test/setup.sh # One-time setup ./scripts/local-test/quick-test.sh NL-0 # Run single test ./scripts/local-test/run-nl-suite-local.sh # Full suite See scripts/local-test/README.md for details. Also updated .gitignore to: - Allow scripts/local-test/ to be tracked - Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/) * Fix issue #525: Save dirty scenes for all test modes Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog. This prevents MCP from timing out when running EditMode tests with unsaved scene changes. * fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never defined, causing AttributeError on every ping attempt. This error was silently caught by the broad 'except Exception' handler, causing all fast-fail commands (read_console, get_editor_state, ping) to fail after 6 seconds of retries with 'ping not answered' error. Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail commands, matching the intent of the existing fast-fail infrastructure. * feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion Dry-run validation now validates value formats, not just property existence: - AnimationCurve: Validates structure ({keys:[...]} or direct array), checks each keyframe is an object, validates numeric fields (time, value, inSlope, outSlope, inWeight, outWeight) and integer fields (weightedMode) - Quaternion: Validates array length (3 for Euler, 4 for raw) or object structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric Refactored shared validation helpers into appropriate locations: - ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField - VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat Added comprehensive XML documentation clarifying keyframe field defaults (all default to 0 except as noted). Added 5 new dry-run validation tests covering valid and invalid formats for both AnimationCurve and Quaternion properties. * test: fix integration tests after merge - test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and get_editor_state commands (refresh_unity internally calls get_editor_state when wait_for_ready=True) - test_run_tests_async_forwards_params: Mock response now includes required 'mode' field for RunTestsStartResponse Pydantic validation - test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as Pydantic model instead of dict (use model_dump() for assertions) * Update warning message to apply to all test modes Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'. * feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection When polling for test completion, MCP clients like Cursor can detect the repeated get_test_job calls as 'looping' and terminate the agent. Added wait_timeout parameter that makes the server wait internally for tests to complete (polling Unity every 2s) before returning. This dramatically reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection. Usage: get_test_job(job_id='xxx', wait_timeout=30) - Returns immediately if tests complete within timeout - Returns current status if timeout expires (client can call again) - Recommended: 30-60 seconds * fix: use Pydantic attribute access in test_run_tests_async for merge compatibility * revert: remove local test harness - will be submitted in separate PR --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com> --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
/// Parses a JToken into a Color, returning Color.white if parsing fails and no default is specified.
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// </summary>
v9 pre-release pruning (#528) * refactor: Split ParseColorOrDefault into two overloads and change default to Color.white * Auto-format Python code * Remove unused Python module * Refactored VFX functionality into multiple files Tested everything, works like a charm * Rename ManageVfx folder to just Vfx We know what it's managing * Clean up whitespace on plugin tools and resources * Make ManageGameObject less of a monolith by splitting it out into different files * Remove obsolete FindObjectByInstruction method We also update the namespace for ManageVFX * refactor: Consolidate editor state resources into single canonical implementation Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping. * Validate editor state with Pydantic models in both C# and Python Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early. * Consolidate run_tests and run_tests_async into single async implementation Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively. * Validate test job responses with Pydantic models in Python * Change resources URI from unity:// to mcpforunity:// It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name * Update README with all tools + better listing for resources * Update other references to resources * Updated translated doc - unfortunately I cannot verify * Update the Chinese translation of the dev docks * Change menu item from Setup Window to Local Setup Window We now differentiate whether it's HTTP local or remote * Fix URIs for menu items and tests * Shouldn't have removed it * Minor edits from CodeRabbit feedback * Don't use reflection which takes longer * Fix failing python tests * Add serialization helpers for ParticleSystem curves and MinMaxCurve types Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values. * Use ctx param * Update Server/src/services/tools/run_tests.py Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Minor fixes * Rename anything EditorStateV2 to just EditorState It's the default, there's no old version * Make infer_single_instance_id public by removing underscore prefix * Fix Python tests, again * Replace AI generated .meta files with actual Unity ones * ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8) * Add local test harness for fast developer iteration Scripts for running the NL/T/GO test suites locally against a GUI Unity Editor, complementing the CI workflows in .github/workflows/. Benefits: - 10-100x faster than CI (no Docker startup) - Real-time Unity console debugging - Single test execution for rapid iteration - Auto-detects HTTP vs stdio transport Usage: ./scripts/local-test/setup.sh # One-time setup ./scripts/local-test/quick-test.sh NL-0 # Run single test ./scripts/local-test/run-nl-suite-local.sh # Full suite See scripts/local-test/README.md for details. Also updated .gitignore to: - Allow scripts/local-test/ to be tracked - Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/) * Fix issue #525: Save dirty scenes for all test modes Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog. This prevents MCP from timing out when running EditMode tests with unsaved scene changes. * fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never defined, causing AttributeError on every ping attempt. This error was silently caught by the broad 'except Exception' handler, causing all fast-fail commands (read_console, get_editor_state, ping) to fail after 6 seconds of retries with 'ping not answered' error. Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail commands, matching the intent of the existing fast-fail infrastructure. * feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion Dry-run validation now validates value formats, not just property existence: - AnimationCurve: Validates structure ({keys:[...]} or direct array), checks each keyframe is an object, validates numeric fields (time, value, inSlope, outSlope, inWeight, outWeight) and integer fields (weightedMode) - Quaternion: Validates array length (3 for Euler, 4 for raw) or object structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric Refactored shared validation helpers into appropriate locations: - ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField - VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat Added comprehensive XML documentation clarifying keyframe field defaults (all default to 0 except as noted). Added 5 new dry-run validation tests covering valid and invalid formats for both AnimationCurve and Quaternion properties. * test: fix integration tests after merge - test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and get_editor_state commands (refresh_unity internally calls get_editor_state when wait_for_ready=True) - test_run_tests_async_forwards_params: Mock response now includes required 'mode' field for RunTestsStartResponse Pydantic validation - test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as Pydantic model instead of dict (use model_dump() for assertions) * Update warning message to apply to all test modes Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'. * feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection When polling for test completion, MCP clients like Cursor can detect the repeated get_test_job calls as 'looping' and terminate the agent. Added wait_timeout parameter that makes the server wait internally for tests to complete (polling Unity every 2s) before returning. This dramatically reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection. Usage: get_test_job(job_id='xxx', wait_timeout=30) - Returns immediately if tests complete within timeout - Returns current status if timeout expires (client can call again) - Recommended: 30-60 seconds * fix: use Pydantic attribute access in test_run_tests_async for merge compatibility * revert: remove local test harness - will be submitted in separate PR --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com> --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
public static Color ParseColorOrDefault(JToken token) => ParseColor(token) ?? Color.white;
/// <summary>
/// Parses a JToken into a Color, returning the specified default if parsing fails.
/// </summary>
public static Color ParseColorOrDefault(JToken token, Color defaultValue) => ParseColor(token) ?? defaultValue;
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// <summary>
/// Parses a JToken into a Vector4, returning a default value if parsing fails.
/// Added for ManageVFX refactoring.
/// </summary>
public static Vector4 ParseVector4OrDefault(JToken token, Vector4 defaultValue = default)
{
return ParseVector4(token) ?? defaultValue;
}
/// <summary>
/// Parses a JToken into a Gradient.
/// Supports formats:
/// - Simple: {startColor: [r,g,b,a], endColor: [r,g,b,a]}
/// - Full: {colorKeys: [{color: [r,g,b,a], time: 0.0}, ...], alphaKeys: [{alpha: 1.0, time: 0.0}, ...]}
/// Added for ManageVFX refactoring.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed Gradient or null if parsing fails</returns>
public static Gradient ParseGradient(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
Gradient gradient = new Gradient();
if (token is JObject obj)
{
// Simple format: {startColor: ..., endColor: ...}
if (obj.ContainsKey("startColor"))
{
Color startColor = ParseColorOrDefault(obj["startColor"]);
Color endColor = ParseColorOrDefault(obj["endColor"] ?? obj["startColor"]);
float startAlpha = obj["startAlpha"]?.ToObject<float>() ?? startColor.a;
float endAlpha = obj["endAlpha"]?.ToObject<float>() ?? endColor.a;
gradient.SetKeys(
new GradientColorKey[] { new GradientColorKey(startColor, 0f), new GradientColorKey(endColor, 1f) },
new GradientAlphaKey[] { new GradientAlphaKey(startAlpha, 0f), new GradientAlphaKey(endAlpha, 1f) }
);
return gradient;
}
// Full format: {colorKeys: [...], alphaKeys: [...]}
var colorKeys = new List<GradientColorKey>();
var alphaKeys = new List<GradientAlphaKey>();
if (obj["colorKeys"] is JArray colorKeysArr)
{
foreach (var key in colorKeysArr)
{
Color color = ParseColorOrDefault(key["color"]);
float time = key["time"]?.ToObject<float>() ?? 0f;
colorKeys.Add(new GradientColorKey(color, time));
}
}
if (obj["alphaKeys"] is JArray alphaKeysArr)
{
foreach (var key in alphaKeysArr)
{
float alpha = key["alpha"]?.ToObject<float>() ?? 1f;
float time = key["time"]?.ToObject<float>() ?? 0f;
alphaKeys.Add(new GradientAlphaKey(alpha, time));
}
}
// Ensure at least 2 keys
if (colorKeys.Count == 0)
{
colorKeys.Add(new GradientColorKey(Color.white, 0f));
colorKeys.Add(new GradientColorKey(Color.white, 1f));
}
if (alphaKeys.Count == 0)
{
alphaKeys.Add(new GradientAlphaKey(1f, 0f));
alphaKeys.Add(new GradientAlphaKey(1f, 1f));
}
gradient.SetKeys(colorKeys.ToArray(), alphaKeys.ToArray());
return gradient;
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Gradient from '{token}': {ex.Message}");
}
return null;
}
/// <summary>
/// Parses a JToken into a Gradient, returning a default gradient if parsing fails.
/// Added for ManageVFX refactoring.
/// </summary>
public static Gradient ParseGradientOrDefault(JToken token)
{
var result = ParseGradient(token);
if (result != null) return result;
// Return default white gradient
var gradient = new Gradient();
gradient.SetKeys(
new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(1f, 1f) }
);
return gradient;
}
/// <summary>
/// Parses a JToken into an AnimationCurve.
v9 pre-release pruning (#528) * refactor: Split ParseColorOrDefault into two overloads and change default to Color.white * Auto-format Python code * Remove unused Python module * Refactored VFX functionality into multiple files Tested everything, works like a charm * Rename ManageVfx folder to just Vfx We know what it's managing * Clean up whitespace on plugin tools and resources * Make ManageGameObject less of a monolith by splitting it out into different files * Remove obsolete FindObjectByInstruction method We also update the namespace for ManageVFX * refactor: Consolidate editor state resources into single canonical implementation Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping. * Validate editor state with Pydantic models in both C# and Python Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early. * Consolidate run_tests and run_tests_async into single async implementation Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively. * Validate test job responses with Pydantic models in Python * Change resources URI from unity:// to mcpforunity:// It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name * Update README with all tools + better listing for resources * Update other references to resources * Updated translated doc - unfortunately I cannot verify * Update the Chinese translation of the dev docks * Change menu item from Setup Window to Local Setup Window We now differentiate whether it's HTTP local or remote * Fix URIs for menu items and tests * Shouldn't have removed it * Minor edits from CodeRabbit feedback * Don't use reflection which takes longer * Fix failing python tests * Add serialization helpers for ParticleSystem curves and MinMaxCurve types Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values. * Use ctx param * Update Server/src/services/tools/run_tests.py Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Minor fixes * Rename anything EditorStateV2 to just EditorState It's the default, there's no old version * Make infer_single_instance_id public by removing underscore prefix * Fix Python tests, again * Replace AI generated .meta files with actual Unity ones * ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8) * Add local test harness for fast developer iteration Scripts for running the NL/T/GO test suites locally against a GUI Unity Editor, complementing the CI workflows in .github/workflows/. Benefits: - 10-100x faster than CI (no Docker startup) - Real-time Unity console debugging - Single test execution for rapid iteration - Auto-detects HTTP vs stdio transport Usage: ./scripts/local-test/setup.sh # One-time setup ./scripts/local-test/quick-test.sh NL-0 # Run single test ./scripts/local-test/run-nl-suite-local.sh # Full suite See scripts/local-test/README.md for details. Also updated .gitignore to: - Allow scripts/local-test/ to be tracked - Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/) * Fix issue #525: Save dirty scenes for all test modes Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog. This prevents MCP from timing out when running EditMode tests with unsaved scene changes. * fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never defined, causing AttributeError on every ping attempt. This error was silently caught by the broad 'except Exception' handler, causing all fast-fail commands (read_console, get_editor_state, ping) to fail after 6 seconds of retries with 'ping not answered' error. Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail commands, matching the intent of the existing fast-fail infrastructure. * feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion Dry-run validation now validates value formats, not just property existence: - AnimationCurve: Validates structure ({keys:[...]} or direct array), checks each keyframe is an object, validates numeric fields (time, value, inSlope, outSlope, inWeight, outWeight) and integer fields (weightedMode) - Quaternion: Validates array length (3 for Euler, 4 for raw) or object structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric Refactored shared validation helpers into appropriate locations: - ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField - VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat Added comprehensive XML documentation clarifying keyframe field defaults (all default to 0 except as noted). Added 5 new dry-run validation tests covering valid and invalid formats for both AnimationCurve and Quaternion properties. * test: fix integration tests after merge - test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and get_editor_state commands (refresh_unity internally calls get_editor_state when wait_for_ready=True) - test_run_tests_async_forwards_params: Mock response now includes required 'mode' field for RunTestsStartResponse Pydantic validation - test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as Pydantic model instead of dict (use model_dump() for assertions) * Update warning message to apply to all test modes Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'. * feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection When polling for test completion, MCP clients like Cursor can detect the repeated get_test_job calls as 'looping' and terminate the agent. Added wait_timeout parameter that makes the server wait internally for tests to complete (polling Unity every 2s) before returning. This dramatically reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection. Usage: get_test_job(job_id='xxx', wait_timeout=30) - Returns immediately if tests complete within timeout - Returns current status if timeout expires (client can call again) - Recommended: 30-60 seconds * fix: use Pydantic attribute access in test_run_tests_async for merge compatibility * revert: remove local test harness - will be submitted in separate PR --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com> --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
///
/// <para><b>Supported formats:</b></para>
/// <list type="bullet">
/// <item>Constant: <c>1.0</c> (number) - Creates constant curve at that value</item>
/// <item>Simple: <c>{start: 0.0, end: 1.0}</c> or <c>{startValue: 0.0, endValue: 1.0}</c></item>
/// <item>Full: <c>{keys: [{time: 0, value: 1, inTangent: 0, outTangent: 0}, ...]}</c></item>
/// </list>
///
/// <para><b>Keyframe field defaults (for Full format):</b></para>
/// <list type="bullet">
/// <item><c>time</c> (float): <b>Default: 0</b></item>
/// <item><c>value</c> (float): <b>Default: 1</b> (note: differs from ManageScriptableObject which uses 0)</item>
/// <item><c>inTangent</c> (float): <b>Default: 0</b></item>
/// <item><c>outTangent</c> (float): <b>Default: 0</b></item>
/// </list>
///
/// <para><b>Note:</b> This method is used by ManageVFX. For ScriptableObject patching,
/// see <see cref="MCPForUnity.Editor.Tools.ManageScriptableObject"/> which has slightly different defaults.</para>
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <returns>The parsed AnimationCurve or null if parsing fails</returns>
public static AnimationCurve ParseAnimationCurve(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
// Constant value: just a number
if (token.Type == JTokenType.Float || token.Type == JTokenType.Integer)
{
return AnimationCurve.Constant(0f, 1f, token.ToObject<float>());
}
if (token is JObject obj)
{
// Full format: {keys: [...]}
if (obj["keys"] is JArray keys)
{
AnimationCurve curve = new AnimationCurve();
foreach (var key in keys)
{
float time = key["time"]?.ToObject<float>() ?? 0f;
float value = key["value"]?.ToObject<float>() ?? 1f;
float inTangent = key["inTangent"]?.ToObject<float>() ?? 0f;
float outTangent = key["outTangent"]?.ToObject<float>() ?? 0f;
curve.AddKey(new Keyframe(time, value, inTangent, outTangent));
}
return curve;
}
// Simple format: {start: 0.0, end: 1.0} or {startValue: 0.0, endValue: 1.0}
if (obj.ContainsKey("start") || obj.ContainsKey("startValue") || obj.ContainsKey("end") || obj.ContainsKey("endValue"))
{
float startValue = obj["start"]?.ToObject<float>() ?? obj["startValue"]?.ToObject<float>() ?? 1f;
float endValue = obj["end"]?.ToObject<float>() ?? obj["endValue"]?.ToObject<float>() ?? 1f;
AnimationCurve curve = new AnimationCurve();
curve.AddKey(0f, startValue);
curve.AddKey(1f, endValue);
return curve;
}
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse AnimationCurve from '{token}': {ex.Message}");
}
return null;
}
/// <summary>
/// Parses a JToken into an AnimationCurve, returning a constant curve if parsing fails.
/// Added for ManageVFX refactoring.
/// </summary>
/// <param name="token">The JSON token to parse</param>
/// <param name="defaultValue">The constant value for the default curve</param>
public static AnimationCurve ParseAnimationCurveOrDefault(JToken token, float defaultValue = 1f)
{
return ParseAnimationCurve(token) ?? AnimationCurve.Constant(0f, 1f, defaultValue);
}
v9 pre-release pruning (#528) * refactor: Split ParseColorOrDefault into two overloads and change default to Color.white * Auto-format Python code * Remove unused Python module * Refactored VFX functionality into multiple files Tested everything, works like a charm * Rename ManageVfx folder to just Vfx We know what it's managing * Clean up whitespace on plugin tools and resources * Make ManageGameObject less of a monolith by splitting it out into different files * Remove obsolete FindObjectByInstruction method We also update the namespace for ManageVFX * refactor: Consolidate editor state resources into single canonical implementation Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping. * Validate editor state with Pydantic models in both C# and Python Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early. * Consolidate run_tests and run_tests_async into single async implementation Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively. * Validate test job responses with Pydantic models in Python * Change resources URI from unity:// to mcpforunity:// It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name * Update README with all tools + better listing for resources * Update other references to resources * Updated translated doc - unfortunately I cannot verify * Update the Chinese translation of the dev docks * Change menu item from Setup Window to Local Setup Window We now differentiate whether it's HTTP local or remote * Fix URIs for menu items and tests * Shouldn't have removed it * Minor edits from CodeRabbit feedback * Don't use reflection which takes longer * Fix failing python tests * Add serialization helpers for ParticleSystem curves and MinMaxCurve types Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values. * Use ctx param * Update Server/src/services/tools/run_tests.py Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * Minor fixes * Rename anything EditorStateV2 to just EditorState It's the default, there's no old version * Make infer_single_instance_id public by removing underscore prefix * Fix Python tests, again * Replace AI generated .meta files with actual Unity ones * ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8) * Add local test harness for fast developer iteration Scripts for running the NL/T/GO test suites locally against a GUI Unity Editor, complementing the CI workflows in .github/workflows/. Benefits: - 10-100x faster than CI (no Docker startup) - Real-time Unity console debugging - Single test execution for rapid iteration - Auto-detects HTTP vs stdio transport Usage: ./scripts/local-test/setup.sh # One-time setup ./scripts/local-test/quick-test.sh NL-0 # Run single test ./scripts/local-test/run-nl-suite-local.sh # Full suite See scripts/local-test/README.md for details. Also updated .gitignore to: - Allow scripts/local-test/ to be tracked - Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/) * Fix issue #525: Save dirty scenes for all test modes Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog. This prevents MCP from timing out when running EditMode tests with unsaved scene changes. * fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never defined, causing AttributeError on every ping attempt. This error was silently caught by the broad 'except Exception' handler, causing all fast-fail commands (read_console, get_editor_state, ping) to fail after 6 seconds of retries with 'ping not answered' error. Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail commands, matching the intent of the existing fast-fail infrastructure. * feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion Dry-run validation now validates value formats, not just property existence: - AnimationCurve: Validates structure ({keys:[...]} or direct array), checks each keyframe is an object, validates numeric fields (time, value, inSlope, outSlope, inWeight, outWeight) and integer fields (weightedMode) - Quaternion: Validates array length (3 for Euler, 4 for raw) or object structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric Refactored shared validation helpers into appropriate locations: - ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField - VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat Added comprehensive XML documentation clarifying keyframe field defaults (all default to 0 except as noted). Added 5 new dry-run validation tests covering valid and invalid formats for both AnimationCurve and Quaternion properties. * test: fix integration tests after merge - test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and get_editor_state commands (refresh_unity internally calls get_editor_state when wait_for_ready=True) - test_run_tests_async_forwards_params: Mock response now includes required 'mode' field for RunTestsStartResponse Pydantic validation - test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as Pydantic model instead of dict (use model_dump() for assertions) * Update warning message to apply to all test modes Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'. * feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection When polling for test completion, MCP clients like Cursor can detect the repeated get_test_job calls as 'looping' and terminate the agent. Added wait_timeout parameter that makes the server wait internally for tests to complete (polling Unity every 2s) before returning. This dramatically reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection. Usage: get_test_job(job_id='xxx', wait_timeout=30) - Returns immediately if tests complete within timeout - Returns current status if timeout expires (client can call again) - Recommended: 30-60 seconds * fix: use Pydantic attribute access in test_run_tests_async for merge compatibility * revert: remove local test harness - will be submitted in separate PR --------- Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com> --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
/// <summary>
/// Validates AnimationCurve JSON format without parsing it.
/// Used by dry-run validation to provide early feedback on format errors.
///
/// <para><b>Validated formats:</b></para>
/// <list type="bullet">
/// <item>Wrapped: <c>{ "keys": [ { "time": 0, "value": 1.0 }, ... ] }</c></item>
/// <item>Direct array: <c>[ { "time": 0, "value": 1.0 }, ... ]</c></item>
/// <item>Null/empty: Valid (will set empty curve)</item>
/// </list>
/// </summary>
/// <param name="valueToken">The JSON value to validate</param>
/// <param name="message">Output message describing validation result or error</param>
/// <returns>True if format is valid, false otherwise</returns>
public static bool ValidateAnimationCurveFormat(JToken valueToken, out string message)
{
message = null;
if (valueToken == null || valueToken.Type == JTokenType.Null)
{
message = "Value format valid (will set empty curve).";
return true;
}
JArray keysArray = null;
if (valueToken is JObject curveObj)
{
keysArray = curveObj["keys"] as JArray;
if (keysArray == null)
{
message = "AnimationCurve object requires 'keys' array. Expected: { \"keys\": [ { \"time\": 0, \"value\": 0 }, ... ] }";
return false;
}
}
else if (valueToken is JArray directArray)
{
keysArray = directArray;
}
else
{
message = "AnimationCurve requires object with 'keys' or array of keyframes. " +
"Expected: { \"keys\": [ { \"time\": 0, \"value\": 0, \"inSlope\": 0, \"outSlope\": 0 }, ... ] }";
return false;
}
// Validate each keyframe
for (int i = 0; i < keysArray.Count; i++)
{
var keyToken = keysArray[i];
if (keyToken is not JObject keyObj)
{
message = $"Keyframe at index {i} must be an object with 'time' and 'value'.";
return false;
}
// Validate numeric fields if present
string[] numericFields = { "time", "value", "inSlope", "outSlope", "inTangent", "outTangent", "inWeight", "outWeight" };
foreach (var field in numericFields)
{
if (!ParamCoercion.ValidateNumericField(keyObj, field, out var fieldError))
{
message = $"Keyframe[{i}].{field}: {fieldError}";
return false;
}
}
if (!ParamCoercion.ValidateIntegerField(keyObj, "weightedMode", out var weightedModeError))
{
message = $"Keyframe[{i}].weightedMode: {weightedModeError}";
return false;
}
}
message = $"Value format valid (AnimationCurve with {keysArray.Count} keyframes). " +
"Note: Missing keyframe fields default to 0 (time, value, inSlope, outSlope, inWeight, outWeight).";
return true;
}
/// <summary>
/// Validates Quaternion JSON format without parsing it.
/// Used by dry-run validation to provide early feedback on format errors.
///
/// <para><b>Validated formats:</b></para>
/// <list type="bullet">
/// <item>Euler array: <c>[x, y, z]</c> - 3 numeric elements</item>
/// <item>Raw quaternion: <c>[x, y, z, w]</c> - 4 numeric elements</item>
/// <item>Object: <c>{ "x": 0, "y": 0, "z": 0, "w": 1 }</c></item>
/// <item>Explicit euler: <c>{ "euler": [x, y, z] }</c></item>
/// <item>Null/empty: Valid (will set identity)</item>
/// </list>
/// </summary>
/// <param name="valueToken">The JSON value to validate</param>
/// <param name="message">Output message describing validation result or error</param>
/// <returns>True if format is valid, false otherwise</returns>
public static bool ValidateQuaternionFormat(JToken valueToken, out string message)
{
message = null;
if (valueToken == null || valueToken.Type == JTokenType.Null)
{
message = "Value format valid (will set identity quaternion).";
return true;
}
if (valueToken is JArray arr)
{
if (arr.Count == 3)
{
// Validate Euler angles [x, y, z]
for (int i = 0; i < 3; i++)
{
if (!ParamCoercion.IsNumericToken(arr[i]))
{
message = $"Euler angle at index {i} must be a number.";
return false;
}
}
message = "Value format valid (Quaternion from Euler angles [x, y, z]).";
return true;
}
else if (arr.Count == 4)
{
// Validate raw quaternion [x, y, z, w]
for (int i = 0; i < 4; i++)
{
if (!ParamCoercion.IsNumericToken(arr[i]))
{
message = $"Quaternion component at index {i} must be a number.";
return false;
}
}
message = "Value format valid (Quaternion from [x, y, z, w]).";
return true;
}
else
{
message = "Quaternion array must have 3 elements (Euler angles) or 4 elements (x, y, z, w).";
return false;
}
}
else if (valueToken is JObject obj)
{
// Check for explicit euler property
if (obj["euler"] is JArray eulerArr)
{
if (eulerArr.Count != 3)
{
message = "Quaternion euler array must have exactly 3 elements [x, y, z].";
return false;
}
for (int i = 0; i < 3; i++)
{
if (!ParamCoercion.IsNumericToken(eulerArr[i]))
{
message = $"Euler angle at index {i} must be a number.";
return false;
}
}
message = "Value format valid (Quaternion from { euler: [x, y, z] }).";
return true;
}
// Object format { x, y, z, w }
if (obj["x"] != null && obj["y"] != null && obj["z"] != null && obj["w"] != null)
{
if (!ParamCoercion.IsNumericToken(obj["x"]) || !ParamCoercion.IsNumericToken(obj["y"]) ||
!ParamCoercion.IsNumericToken(obj["z"]) || !ParamCoercion.IsNumericToken(obj["w"]))
{
message = "Quaternion { x, y, z, w } fields must all be numbers.";
return false;
}
message = "Value format valid (Quaternion from { x, y, z, w }).";
return true;
}
message = "Quaternion object must have { x, y, z, w } or { euler: [x, y, z] }.";
return false;
}
else
{
message = "Quaternion requires array [x,y,z] (Euler), [x,y,z,w] (raw), or object { x, y, z, w }.";
return false;
}
}
[FEATURE]: Manage VFX function (#520) Feature: Add ManageVFX Add ManageVFX to the current function, support: 1. Modify LineRender, TrailRender properties 2. Modify particle system (legacy) properties 3. Modify VisualEffectGraph and use templates (does not support edit graph yet) * Update Server/src/services/tools/utils.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update Server/src/services/tools/manage_vfx.py Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update ManageVFX.cs Added 6 helper methods : ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties) GetCommonRendererInfo - Returns common renderer info for GetInfo methods ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth) ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor) SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial) ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties) * Optimize the code structure Declutter the redundant files by adding RendererHelpers and VectorParsing.cs * Minor Fixes Minor Fixes based on AI-feedback * Fixes --------- Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 14:47:32 +08:00
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
/// <summary>
/// Parses a JToken into a Rect.
/// Supports {x, y, width, height} format.
/// </summary>
public static Rect? ParseRect(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
if (token is JObject obj &&
obj.ContainsKey("x") && obj.ContainsKey("y") &&
obj.ContainsKey("width") && obj.ContainsKey("height"))
{
return new Rect(
obj["x"].ToObject<float>(),
obj["y"].ToObject<float>(),
obj["width"].ToObject<float>(),
obj["height"].ToObject<float>()
);
}
// Array format: [x, y, width, height]
if (token is JArray array && array.Count >= 4)
{
return new Rect(
array[0].ToObject<float>(),
array[1].ToObject<float>(),
array[2].ToObject<float>(),
array[3].ToObject<float>()
);
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Rect from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
/// <summary>
/// Parses a JToken into a Bounds.
/// Supports {center: {x,y,z}, size: {x,y,z}} format.
/// </summary>
public static Bounds? ParseBounds(JToken token)
{
if (token == null || token.Type == JTokenType.Null)
return null;
try
{
if (token is JObject obj && obj.ContainsKey("center") && obj.ContainsKey("size"))
{
var center = ParseVector3(obj["center"]) ?? Vector3.zero;
var size = ParseVector3(obj["size"]) ?? Vector3.zero;
return new Bounds(center, size);
}
}
catch (Exception ex)
{
McpLog.Warn($"[VectorParsing] Failed to parse Bounds from '{token}': {ex.Message}");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
return null;
}
}
}