🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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🔧 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
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using UnityEditorInternal;
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🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Tools;
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namespace MCPForUnityTests.Editor.Tools
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{
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/// <summary>
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/// Comprehensive baseline tests for ManageGameObject "create" action.
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/// These tests capture existing behavior before API redesign.
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/// </summary>
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public class ManageGameObjectCreateTests
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{
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private List<GameObject> createdObjects = new List<GameObject>();
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[TearDown]
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public void TearDown()
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{
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foreach (var go in createdObjects)
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{
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if (go != null)
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{
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Object.DestroyImmediate(go);
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}
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}
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createdObjects.Clear();
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}
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private GameObject FindAndTrack(string name)
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{
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var go = GameObject.Find(name);
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if (go != null && !createdObjects.Contains(go))
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{
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createdObjects.Add(go);
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}
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return go;
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}
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#region Basic Create Tests
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[Test]
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public void Create_WithNameOnly_CreatesEmptyGameObject()
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{
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var p = new JObject
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{
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["action"] = "create",
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["name"] = "TestEmptyObject"
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};
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var result = ManageGameObject.HandleCommand(p);
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var resultObj = result as JObject ?? JObject.FromObject(result);
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Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
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var created = FindAndTrack("TestEmptyObject");
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Assert.IsNotNull(created, "GameObject should be created");
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Assert.AreEqual("TestEmptyObject", created.name);
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}
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[Test]
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public void Create_WithoutName_ReturnsError()
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{
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var p = new JObject
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{
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["action"] = "create"
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};
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var result = ManageGameObject.HandleCommand(p);
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var resultObj = result as JObject ?? JObject.FromObject(result);
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Assert.IsFalse(resultObj.Value<bool>("success"), "Should fail without name");
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}
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[Test]
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public void Create_WithEmptyName_ReturnsError()
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{
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var p = new JObject
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{
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["action"] = "create",
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["name"] = ""
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};
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var result = ManageGameObject.HandleCommand(p);
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var resultObj = result as JObject ?? JObject.FromObject(result);
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Assert.IsFalse(resultObj.Value<bool>("success"), "Should fail with empty name");
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}
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#endregion
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#region Primitive Type Tests
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[Test]
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public void Create_PrimitiveCube_CreatesCubeWithComponents()
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{
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var p = new JObject
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{
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["action"] = "create",
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["name"] = "TestCube",
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["primitiveType"] = "Cube"
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|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestCube");
|
|
|
|
|
Assert.IsNotNull(created, "Cube should be created");
|
|
|
|
|
Assert.IsNotNull(created.GetComponent<MeshFilter>(), "Cube should have MeshFilter");
|
|
|
|
|
Assert.IsNotNull(created.GetComponent<MeshRenderer>(), "Cube should have MeshRenderer");
|
|
|
|
|
Assert.IsNotNull(created.GetComponent<BoxCollider>(), "Cube should have BoxCollider");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_PrimitiveSphere_CreatesSphereWithComponents()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestSphere",
|
|
|
|
|
["primitiveType"] = "Sphere"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestSphere");
|
|
|
|
|
Assert.IsNotNull(created, "Sphere should be created");
|
|
|
|
|
Assert.IsNotNull(created.GetComponent<SphereCollider>(), "Sphere should have SphereCollider");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_PrimitiveCapsule_CreatesCapsule()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestCapsule",
|
|
|
|
|
["primitiveType"] = "Capsule"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestCapsule");
|
|
|
|
|
Assert.IsNotNull(created, "Capsule should be created");
|
|
|
|
|
Assert.IsNotNull(created.GetComponent<CapsuleCollider>(), "Capsule should have CapsuleCollider");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_PrimitivePlane_CreatesPlane()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestPlane",
|
|
|
|
|
["primitiveType"] = "Plane"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestPlane");
|
|
|
|
|
Assert.IsNotNull(created, "Plane should be created");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_PrimitiveCylinder_CreatesCylinder()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestCylinder",
|
|
|
|
|
["primitiveType"] = "Cylinder"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestCylinder");
|
|
|
|
|
Assert.IsNotNull(created, "Cylinder should be created");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_PrimitiveQuad_CreatesQuad()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestQuad",
|
|
|
|
|
["primitiveType"] = "Quad"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestQuad");
|
|
|
|
|
Assert.IsNotNull(created, "Quad should be created");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_InvalidPrimitiveType_HandlesGracefully()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestInvalidPrimitive",
|
|
|
|
|
["primitiveType"] = "InvalidType"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
// Should either fail or create empty object - capture current behavior
|
|
|
|
|
Assert.IsNotNull(result, "Should return a result");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
#region Transform Tests
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithPosition_SetsPosition()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestPositioned",
|
|
|
|
|
["position"] = new JArray { 1.0f, 2.0f, 3.0f }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestPositioned");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
Assert.AreEqual(new Vector3(1f, 2f, 3f), created.transform.position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithRotation_SetsRotation()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestRotated",
|
|
|
|
|
["rotation"] = new JArray { 0.0f, 90.0f, 0.0f }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestRotated");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
// Check Y rotation is approximately 90 degrees
|
|
|
|
|
Assert.AreEqual(90f, created.transform.eulerAngles.y, 0.1f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithScale_SetsScale()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestScaled",
|
|
|
|
|
["scale"] = new JArray { 2.0f, 3.0f, 4.0f }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestScaled");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
Assert.AreEqual(new Vector3(2f, 3f, 4f), created.transform.localScale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithAllTransformProperties_SetsAll()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestFullTransform",
|
|
|
|
|
["position"] = new JArray { 5.0f, 6.0f, 7.0f },
|
|
|
|
|
["rotation"] = new JArray { 45.0f, 90.0f, 0.0f },
|
|
|
|
|
["scale"] = new JArray { 1.5f, 1.5f, 1.5f }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestFullTransform");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
Assert.AreEqual(new Vector3(5f, 6f, 7f), created.transform.position);
|
|
|
|
|
Assert.AreEqual(new Vector3(1.5f, 1.5f, 1.5f), created.transform.localScale);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
#region Parenting Tests
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithParentByName_SetsParent()
|
|
|
|
|
{
|
|
|
|
|
// Create parent first
|
|
|
|
|
var parent = new GameObject("TestParent");
|
|
|
|
|
createdObjects.Add(parent);
|
|
|
|
|
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestChild",
|
|
|
|
|
["parent"] = "TestParent"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var child = FindAndTrack("TestChild");
|
|
|
|
|
Assert.IsNotNull(child);
|
|
|
|
|
Assert.AreEqual(parent.transform, child.transform.parent);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithNonExistentParent_HandlesGracefully()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestOrphan",
|
|
|
|
|
["parent"] = "NonExistentParent"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
// Should either fail or create without parent - capture current behavior
|
|
|
|
|
Assert.IsNotNull(result, "Should return a result");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
#region Tag and Layer Tests
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithTag_SetsTag()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestTagged",
|
|
|
|
|
["tag"] = "MainCamera" // Use built-in tag
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestTagged");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
Assert.AreEqual("MainCamera", created.tag);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_WithLayer_SetsLayer()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestLayered",
|
|
|
|
|
["layer"] = "UI" // Use built-in layer
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestLayered");
|
|
|
|
|
Assert.IsNotNull(created);
|
|
|
|
|
Assert.AreEqual(LayerMask.NameToLayer("UI"), created.layer);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
🔧 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
|
|
|
public void Create_WithNewTag_AutoCreatesTag()
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
|
|
{
|
🔧 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
|
|
|
const string testTag = "AutoCreatedTag12345";
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
|
|
|
🔧 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
|
|
|
// Tags that don't exist are now auto-created
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
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var p = new JObject
|
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|
|
{
|
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["action"] = "create",
|
🔧 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
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["name"] = "TestAutoTag",
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["tag"] = testTag
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
|
|
};
|
|
|
|
|
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|
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var result = ManageGameObject.HandleCommand(p);
|
🔧 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
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var created = FindAndTrack("TestAutoTag");
|
|
|
|
|
Assert.IsNotNull(created, "Object should be created");
|
|
|
|
|
Assert.AreEqual(testTag, created.tag, "Tag should be auto-created and assigned");
|
|
|
|
|
|
|
|
|
|
// Verify tag was actually added to the tag manager
|
|
|
|
|
Assert.That(UnityEditorInternal.InternalEditorUtility.tags, Does.Contain(testTag),
|
|
|
|
|
"Tag should exist in Unity's tag manager");
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
|
|
|
🔧 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
|
|
|
// Clean up the created tag
|
|
|
|
|
try { UnityEditorInternal.InternalEditorUtility.RemoveTag(testTag); } catch { }
|
🎮 GameObject Toolset Redesign and Streamlining (#518)
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
#region Response Structure Tests
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_Success_ReturnsInstanceID()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestInstanceID"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var data = resultObj["data"];
|
|
|
|
|
Assert.IsNotNull(data, "Response should include data");
|
|
|
|
|
|
|
|
|
|
// Check that instanceID is returned (case-insensitive check)
|
|
|
|
|
var instanceID = data["instanceID"]?.Value<int>() ?? data["InstanceID"]?.Value<int>();
|
|
|
|
|
Assert.IsTrue(instanceID.HasValue && instanceID.Value != 0,
|
|
|
|
|
$"Response should include a non-zero instanceID. Data: {data}");
|
|
|
|
|
|
|
|
|
|
FindAndTrack("TestInstanceID");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void Create_Success_ReturnsName()
|
|
|
|
|
{
|
|
|
|
|
var p = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "create",
|
|
|
|
|
["name"] = "TestReturnedName"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
var result = ManageGameObject.HandleCommand(p);
|
|
|
|
|
var resultObj = result as JObject ?? JObject.FromObject(result);
|
|
|
|
|
|
|
|
|
|
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
|
|
|
|
|
|
|
|
|
|
var data = resultObj["data"];
|
|
|
|
|
Assert.IsNotNull(data, "Response should include data");
|
|
|
|
|
|
|
|
|
|
// Check name is in response
|
|
|
|
|
var nameValue = data["name"]?.ToString() ?? data["Name"]?.ToString();
|
|
|
|
|
Assert.IsTrue(!string.IsNullOrEmpty(nameValue) || data.ToString().Contains("TestReturnedName"),
|
|
|
|
|
"Response should include name");
|
|
|
|
|
|
|
|
|
|
FindAndTrack("TestReturnedName");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|