unity-mcp/MCPForUnity/Editor/Tools/ManageMaterial.cs

591 lines
23 KiB
C#
Raw Normal View History

feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Helpers;
using UnityEngine;
using UnityEditor;
namespace MCPForUnity.Editor.Tools
{
[McpForUnityTool("manage_material", AutoRegister = false)]
public static class ManageMaterial
{
public static object HandleCommand(JObject @params)
{
string action = @params["action"]?.ToString();
if (string.IsNullOrEmpty(action))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("Action is required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
try
{
switch (action)
{
case "ping":
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse("pong", new { tool = "manage_material" });
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
case "create":
return CreateMaterial(@params);
case "set_material_shader_property":
return SetMaterialShaderProperty(@params);
case "set_material_color":
return SetMaterialColor(@params);
case "assign_material_to_renderer":
return AssignMaterialToRenderer(@params);
case "set_renderer_color":
return SetRendererColor(@params);
case "get_material_info":
return GetMaterialInfo(@params);
default:
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Unknown action: {action}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
catch (Exception ex)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse(ex.Message, new { stackTrace = ex.StackTrace });
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
private static string NormalizePath(string path)
{
if (string.IsNullOrEmpty(path)) return path;
// Normalize separators and ensure Assets/ root
path = AssetPathUtility.SanitizeAssetPath(path);
// Ensure .mat extension
if (!path.EndsWith(".mat", StringComparison.OrdinalIgnoreCase))
{
path += ".mat";
}
return path;
}
private static object SetMaterialShaderProperty(JObject @params)
{
string materialPath = NormalizePath(@params["materialPath"]?.ToString());
string property = @params["property"]?.ToString();
JToken value = @params["value"];
if (string.IsNullOrEmpty(materialPath) || string.IsNullOrEmpty(property) || value == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("materialPath, property, and value are required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
// Find material
var findInstruction = new JObject { ["find"] = materialPath };
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
Material mat = ObjectResolver.Resolve(findInstruction, typeof(Material)) as Material;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find material at path: {materialPath}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Undo.RecordObject(mat, "Set Material Property");
// Normalize alias/casing once for all code paths
property = MaterialOps.ResolvePropertyName(mat, property);
// 1. Try handling Texture instruction explicitly (ManageMaterial special feature)
if (value.Type == JTokenType.Object)
{
// Check if it looks like an instruction
if (value is JObject obj && (obj.ContainsKey("find") || obj.ContainsKey("method")))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
Texture tex = ObjectResolver.Resolve(obj, typeof(Texture)) as Texture;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (tex != null && mat.HasProperty(property))
{
mat.SetTexture(property, tex);
EditorUtility.SetDirty(mat);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Set texture property {property} on {mat.name}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
}
// 2. Fallback to standard logic via MaterialOps (handles Colors, Floats, Strings->Path)
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
bool success = MaterialOps.TrySetShaderProperty(mat, property, value, UnityJsonSerializer.Instance);
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (success)
{
EditorUtility.SetDirty(mat);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Set property {property} on {mat.name}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
else
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Failed to set property {property}. Value format might be unsupported or texture not found.");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
private static object SetMaterialColor(JObject @params)
{
string materialPath = NormalizePath(@params["materialPath"]?.ToString());
JToken colorToken = @params["color"];
string property = @params["property"]?.ToString();
if (string.IsNullOrEmpty(materialPath) || colorToken == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("materialPath and color are required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
var findInstruction = new JObject { ["find"] = materialPath };
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
Material mat = ObjectResolver.Resolve(findInstruction, typeof(Material)) as Material;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find material at path: {materialPath}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Color color;
try
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
color = MaterialOps.ParseColor(colorToken, UnityJsonSerializer.Instance);
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
catch (Exception e)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Invalid color format: {e.Message}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Undo.RecordObject(mat, "Set Material Color");
bool foundProp = false;
if (!string.IsNullOrEmpty(property))
{
if (mat.HasProperty(property))
{
mat.SetColor(property, color);
foundProp = true;
}
}
else
{
// Fallback logic: _BaseColor (URP/HDRP) then _Color (Built-in)
if (mat.HasProperty("_BaseColor"))
{
mat.SetColor("_BaseColor", color);
foundProp = true;
property = "_BaseColor";
}
else if (mat.HasProperty("_Color"))
{
mat.SetColor("_Color", color);
foundProp = true;
property = "_Color";
}
}
if (foundProp)
{
EditorUtility.SetDirty(mat);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Set color on {property}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
else
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("Could not find suitable color property (_BaseColor or _Color) or specified property does not exist.");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
private static object AssignMaterialToRenderer(JObject @params)
{
string target = @params["target"]?.ToString();
string searchMethod = @params["searchMethod"]?.ToString();
string materialPath = NormalizePath(@params["materialPath"]?.ToString());
int slot = @params["slot"]?.ToObject<int>() ?? 0;
if (string.IsNullOrEmpty(target) || string.IsNullOrEmpty(materialPath))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("target and materialPath are required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
var goInstruction = new JObject { ["find"] = target };
if (!string.IsNullOrEmpty(searchMethod)) goInstruction["method"] = searchMethod;
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
GameObject go = ObjectResolver.Resolve(goInstruction, typeof(GameObject)) as GameObject;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (go == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find target GameObject: {target}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Renderer renderer = go.GetComponent<Renderer>();
if (renderer == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"GameObject {go.name} has no Renderer component");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
var matInstruction = new JObject { ["find"] = materialPath };
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
Material mat = ObjectResolver.Resolve(matInstruction, typeof(Material)) as Material;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find material: {materialPath}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Undo.RecordObject(renderer, "Assign Material");
Material[] sharedMats = renderer.sharedMaterials;
if (slot < 0 || slot >= sharedMats.Length)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Slot {slot} out of bounds (count: {sharedMats.Length})");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
sharedMats[slot] = mat;
renderer.sharedMaterials = sharedMats;
EditorUtility.SetDirty(renderer);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Assigned material {mat.name} to {go.name} slot {slot}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
private static object SetRendererColor(JObject @params)
{
string target = @params["target"]?.ToString();
string searchMethod = @params["searchMethod"]?.ToString();
JToken colorToken = @params["color"];
int slot = @params["slot"]?.ToObject<int>() ?? 0;
string mode = @params["mode"]?.ToString() ?? "property_block";
if (string.IsNullOrEmpty(target) || colorToken == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("target and color are required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Color color;
try
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
color = MaterialOps.ParseColor(colorToken, UnityJsonSerializer.Instance);
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
catch (Exception e)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Invalid color format: {e.Message}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
var goInstruction = new JObject { ["find"] = target };
if (!string.IsNullOrEmpty(searchMethod)) goInstruction["method"] = searchMethod;
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
GameObject go = ObjectResolver.Resolve(goInstruction, typeof(GameObject)) as GameObject;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (go == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find target GameObject: {target}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Renderer renderer = go.GetComponent<Renderer>();
if (renderer == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"GameObject {go.name} has no Renderer component");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
if (mode == "property_block")
{
if (slot < 0 || slot >= renderer.sharedMaterials.Length)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Slot {slot} out of bounds (count: {renderer.sharedMaterials.Length})");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
MaterialPropertyBlock block = new MaterialPropertyBlock();
renderer.GetPropertyBlock(block, slot);
if (renderer.sharedMaterials[slot] != null)
{
Material mat = renderer.sharedMaterials[slot];
if (mat.HasProperty("_BaseColor")) block.SetColor("_BaseColor", color);
else if (mat.HasProperty("_Color")) block.SetColor("_Color", color);
else block.SetColor("_Color", color);
}
else
{
block.SetColor("_Color", color);
}
renderer.SetPropertyBlock(block, slot);
EditorUtility.SetDirty(renderer);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Set renderer color (PropertyBlock) on slot {slot}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
else if (mode == "shared")
{
if (slot >= 0 && slot < renderer.sharedMaterials.Length)
{
Material mat = renderer.sharedMaterials[slot];
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"No material in slot {slot}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Undo.RecordObject(mat, "Set Material Color");
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", color);
else mat.SetColor("_Color", color);
EditorUtility.SetDirty(mat);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse("Set shared material color");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("Invalid slot");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
else if (mode == "instance")
{
if (slot >= 0 && slot < renderer.materials.Length)
{
Material mat = renderer.materials[slot];
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"No material in slot {slot}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
// Note: Undo cannot fully revert material instantiation
Undo.RecordObject(mat, "Set Instance Material Color");
if (mat.HasProperty("_BaseColor")) mat.SetColor("_BaseColor", color);
else mat.SetColor("_Color", color);
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse("Set instance material color", new { warning = "Material instance created; Undo cannot fully revert instantiation." });
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("Invalid slot");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Unknown mode: {mode}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
private static object GetMaterialInfo(JObject @params)
{
string materialPath = NormalizePath(@params["materialPath"]?.ToString());
if (string.IsNullOrEmpty(materialPath))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("materialPath is required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
var findInstruction = new JObject { ["find"] = materialPath };
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
Material mat = ObjectResolver.Resolve(findInstruction, typeof(Material)) as Material;
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (mat == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find material at path: {materialPath}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Shader shader = mat.shader;
var properties = new List<object>();
#if UNITY_6000_0_OR_NEWER
int propertyCount = shader.GetPropertyCount();
for (int i = 0; i < propertyCount; i++)
{
string name = shader.GetPropertyName(i);
var type = shader.GetPropertyType(i);
string description = shader.GetPropertyDescription(i);
object currentValue = null;
try
{
if (mat.HasProperty(name))
{
switch (type)
{
case UnityEngine.Rendering.ShaderPropertyType.Color:
var c = mat.GetColor(name);
currentValue = new { r = c.r, g = c.g, b = c.b, a = c.a };
break;
case UnityEngine.Rendering.ShaderPropertyType.Vector:
var v = mat.GetVector(name);
currentValue = new { x = v.x, y = v.y, z = v.z, w = v.w };
break;
case UnityEngine.Rendering.ShaderPropertyType.Float:
case UnityEngine.Rendering.ShaderPropertyType.Range:
currentValue = mat.GetFloat(name);
break;
case UnityEngine.Rendering.ShaderPropertyType.Texture:
currentValue = mat.GetTexture(name)?.name ?? "null";
break;
}
}
}
catch (Exception ex)
{
currentValue = $"<error: {ex.Message}>";
}
properties.Add(new
{
name = name,
type = type.ToString(),
description = description,
value = currentValue
});
}
#else
int propertyCount = ShaderUtil.GetPropertyCount(shader);
for (int i = 0; i < propertyCount; i++)
{
string name = ShaderUtil.GetPropertyName(shader, i);
ShaderUtil.ShaderPropertyType type = ShaderUtil.GetPropertyType(shader, i);
string description = ShaderUtil.GetPropertyDescription(shader, i);
object currentValue = null;
try {
if (mat.HasProperty(name))
{
switch (type) {
case ShaderUtil.ShaderPropertyType.Color:
var c = mat.GetColor(name);
currentValue = new { r = c.r, g = c.g, b = c.b, a = c.a };
break;
case ShaderUtil.ShaderPropertyType.Vector:
var v = mat.GetVector(name);
currentValue = new { x = v.x, y = v.y, z = v.z, w = v.w };
break;
case ShaderUtil.ShaderPropertyType.Float: currentValue = mat.GetFloat(name); break;
case ShaderUtil.ShaderPropertyType.Range: currentValue = mat.GetFloat(name); break;
case ShaderUtil.ShaderPropertyType.TexEnv: currentValue = mat.GetTexture(name)?.name ?? "null"; break;
}
}
} catch (Exception ex) {
currentValue = $"<error: {ex.Message}>";
}
properties.Add(new {
name = name,
type = type.ToString(),
description = description,
value = currentValue
});
}
#endif
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Retrieved material info for {mat.name}", new {
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
material = mat.name,
shader = shader.name,
properties = properties
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
});
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
private static object CreateMaterial(JObject @params)
{
string materialPath = NormalizePath(@params["materialPath"]?.ToString());
string shaderName = @params["shader"]?.ToString() ?? "Standard";
JToken colorToken = @params["color"];
string colorProperty = @params["property"]?.ToString();
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
JObject properties = null;
JToken propsToken = @params["properties"];
if (propsToken != null)
{
if (propsToken.Type == JTokenType.String)
{
try { properties = JObject.Parse(propsToken.ToString()); }
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
catch (Exception ex) { return new ErrorResponse($"Invalid JSON in properties: {ex.Message}"); }
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
else if (propsToken is JObject obj)
{
properties = obj;
}
}
if (string.IsNullOrEmpty(materialPath))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("materialPath is required");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
// Safety check: SanitizeAssetPath should guarantee Assets/ prefix
// This check catches edge cases where normalization might fail
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
if (!materialPath.StartsWith("Assets/"))
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Invalid path '{materialPath}'. Path must be within Assets/ folder.");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Shader shader = RenderPipelineUtility.ResolveShader(shaderName);
if (shader == null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Could not find shader: {shaderName}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
// Check for existing asset to avoid silent overwrite
if (AssetDatabase.LoadAssetAtPath<Material>(materialPath) != null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Material already exists at {materialPath}");
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
Material material = null;
var shouldDestroyMaterial = true;
try
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
{
material = new Material(shader);
// Apply color param during creation (keeps Python tool signature and C# implementation consistent).
// If "properties" already contains a color property, let properties win.
bool shouldApplyColor = false;
if (colorToken != null)
{
if (properties == null)
{
shouldApplyColor = true;
}
else if (!string.IsNullOrEmpty(colorProperty))
{
// If colorProperty is specified, only check that specific property.
shouldApplyColor = !properties.ContainsKey(colorProperty);
}
else
{
// If colorProperty is not specified, check fallback properties.
shouldApplyColor = !properties.ContainsKey("_BaseColor") && !properties.ContainsKey("_Color");
}
}
if (shouldApplyColor)
{
Color color;
try
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
color = MaterialOps.ParseColor(colorToken, UnityJsonSerializer.Instance);
}
catch (Exception e)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Invalid color format: {e.Message}");
}
if (!string.IsNullOrEmpty(colorProperty))
{
if (material.HasProperty(colorProperty))
{
material.SetColor(colorProperty, color);
}
else
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse($"Specified color property '{colorProperty}' does not exist on this material.");
}
}
else if (material.HasProperty("_BaseColor"))
{
material.SetColor("_BaseColor", color);
}
else if (material.HasProperty("_Color"))
{
material.SetColor("_Color", color);
}
else
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new ErrorResponse("Could not find suitable color property (_BaseColor or _Color) on this material's shader.");
}
}
AssetDatabase.CreateAsset(material, materialPath);
shouldDestroyMaterial = false; // material is now owned by the AssetDatabase
if (properties != null)
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
MaterialOps.ApplyProperties(material, properties, UnityJsonSerializer.Instance);
}
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
EditorUtility.SetDirty(material);
AssetDatabase.SaveAssets();
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - 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 - 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 - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 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 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 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: 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 * 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 * 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. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return new SuccessResponse($"Created material at {materialPath} with shader {shaderName}");
}
finally
{
if (shouldDestroyMaterial && material != null)
{
UnityEngine.Object.DestroyImmediate(material);
}
}
feat: Add `manage_material` tool for dedicated material manipulation (#440) * WIP: Material management tool implementation and tests - Add ManageMaterial tool for creating and modifying materials - Add MaterialOps helper for material property operations - Add comprehensive test suite for material management - Add string parameter parsing support for material properties - Update related tools (ManageGameObject, manage_asset, etc.) - Add test materials and scenes for material testing * refactor: unify material property logic into MaterialOps - Move and logic from to - Update to delegate to - Update to use enhanced for creation and property setting - Add texture path loading support to * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action * Refactor ManageMaterial and fix code review issues - Fix Python server tools (redundant imports, exception handling, string formatting) - Clean up documentation and error reports - Improve ManageMaterial.cs (overwrite checks, error handling) - Enhance MaterialOps.cs (robustness, logging, dead code removal) - Update tests (assertions, unused imports) - Fix manifest.json relative path - Remove temporary test artifacts and manual setup scripts * Remove test scene * remove extra mat * Remove unnecessary SceneTemplateSettings.json * Remove unnecessary SceneTemplateSettings.json * Fix MaterialOps issues * Fix: Case-insensitive material property lookup and missing HasProperty checks * Rabbit fixes * Improve material ops logging and test coverage * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks) * Add manage_material tool documentation and fix MaterialOps texture property checks - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md - Add manage_material to tools list in README.md and README-zh.md - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings - Ensures consistency with other property setters in MaterialOps * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
}
}
}