2025-12-29 12:15:50 +08:00
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
using System.Text.RegularExpressions ;
using MCPForUnity.Editor.Helpers ;
using Newtonsoft.Json.Linq ;
using UnityEditor ;
using UnityEngine ;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Single tool for ScriptableObject workflows:
/// - action=create: create a ScriptableObject asset (and optionally apply patches)
/// - action=modify: apply serialized property patches to an existing asset
///
/// Patching is performed via SerializedObject/SerializedProperty paths (Unity-native), not reflection.
/// </summary>
[McpForUnityTool("manage_scriptable_object", AutoRegister = false)]
public static class ManageScriptableObject
{
private const string CodeCompilingOrReloading = "compiling_or_reloading" ;
private const string CodeInvalidParams = "invalid_params" ;
private const string CodeTypeNotFound = "type_not_found" ;
private const string CodeInvalidFolderPath = "invalid_folder_path" ;
private const string CodeTargetNotFound = "target_not_found" ;
private const string CodeAssetCreateFailed = "asset_create_failed" ;
private static readonly HashSet < string > ValidActions = new ( StringComparer . OrdinalIgnoreCase )
{
// NOTE: Action strings are normalized by NormalizeAction() (lowercased, '_'/'-' removed),
// so we only need the canonical normalized forms here.
"create" ,
"createso" ,
"modify" ,
"modifyso" ,
} ;
public static object HandleCommand ( JObject @params )
{
if ( @params = = null )
{
return new ErrorResponse ( CodeInvalidParams ) ;
}
if ( EditorApplication . isCompiling | | EditorApplication . isUpdating )
{
// Unity is transient; treat as retryable on the client side.
return new ErrorResponse ( CodeCompilingOrReloading , new { hint = "retry" } ) ;
}
// Allow JSON-string parameters for objects/arrays.
JsonUtil . CoerceJsonStringParameter ( @params , "target" ) ;
CoerceJsonStringArrayParameter ( @params , "patches" ) ;
string actionRaw = @params [ "action" ] ? . ToString ( ) ;
if ( string . IsNullOrWhiteSpace ( actionRaw ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'action' is required." , validActions = ValidActions . ToArray ( ) } ) ;
}
string action = NormalizeAction ( actionRaw ) ;
if ( ! ValidActions . Contains ( action ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = $"Unknown action: '{actionRaw}'." , validActions = ValidActions . ToArray ( ) } ) ;
}
if ( IsCreateAction ( action ) )
{
return HandleCreate ( @params ) ;
}
return HandleModify ( @params ) ;
}
private static object HandleCreate ( JObject @params )
{
string typeName = @params [ "typeName" ] ? . ToString ( ) ? ? @params [ "type_name" ] ? . ToString ( ) ;
string folderPath = @params [ "folderPath" ] ? . ToString ( ) ? ? @params [ "folder_path" ] ? . ToString ( ) ;
string assetName = @params [ "assetName" ] ? . ToString ( ) ? ? @params [ "asset_name" ] ? . ToString ( ) ;
bool overwrite = @params [ "overwrite" ] ? . ToObject < bool? > ( ) ? ? false ;
if ( string . IsNullOrWhiteSpace ( typeName ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'typeName' is required." } ) ;
}
if ( string . IsNullOrWhiteSpace ( folderPath ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'folderPath' is required." } ) ;
}
if ( string . IsNullOrWhiteSpace ( assetName ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'assetName' is required." } ) ;
}
if ( assetName . Contains ( "/" ) | | assetName . Contains ( "\\" ) )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'assetName' must not contain path separators." } ) ;
}
if ( ! TryNormalizeFolderPath ( folderPath , out var normalizedFolder , out var folderNormalizeError ) )
{
return new ErrorResponse ( CodeInvalidFolderPath , new { message = folderNormalizeError , folderPath } ) ;
}
if ( ! EnsureFolderExists ( normalizedFolder , out var folderError ) )
{
return new ErrorResponse ( CodeInvalidFolderPath , new { message = folderError , folderPath = normalizedFolder } ) ;
}
var resolvedType = ResolveType ( typeName ) ;
if ( resolvedType = = null | | ! typeof ( ScriptableObject ) . IsAssignableFrom ( resolvedType ) )
{
return new ErrorResponse ( CodeTypeNotFound , new { message = $"ScriptableObject type not found: '{typeName}'" , typeName } ) ;
}
string fileName = assetName . EndsWith ( ".asset" , StringComparison . OrdinalIgnoreCase )
? assetName
: assetName + ".asset" ;
string desiredPath = $"{normalizedFolder.TrimEnd('/')}/{fileName}" ;
string finalPath = overwrite ? desiredPath : AssetDatabase . GenerateUniqueAssetPath ( desiredPath ) ;
ScriptableObject instance ;
try
{
instance = ScriptableObject . CreateInstance ( resolvedType ) ;
if ( instance = = null )
{
return new ErrorResponse ( CodeAssetCreateFailed , new { message = "CreateInstance returned null." , typeName = resolvedType . FullName } ) ;
}
}
catch ( Exception ex )
{
return new ErrorResponse ( CodeAssetCreateFailed , new { message = ex . Message , typeName = resolvedType . FullName } ) ;
}
// GUID-preserving overwrite logic
bool isNewAsset = true ;
try
{
if ( overwrite )
{
var existingAsset = AssetDatabase . LoadAssetAtPath < ScriptableObject > ( finalPath ) ;
if ( existingAsset ! = null & & existingAsset . GetType ( ) = = resolvedType )
{
// Preserve GUID by overwriting existing asset data in-place
EditorUtility . CopySerialized ( instance , existingAsset ) ;
// Fix for "Main Object Name does not match filename" warning:
// CopySerialized overwrites the name with the (empty) name of the new instance.
// We must restore the correct name to match the filename.
existingAsset . name = Path . GetFileNameWithoutExtension ( finalPath ) ;
UnityEngine . Object . DestroyImmediate ( instance ) ; // Destroy temporary instance
instance = existingAsset ; // Proceed with patching the existing asset
isNewAsset = false ;
// Mark dirty to ensure changes are picked up
EditorUtility . SetDirty ( instance ) ;
}
else if ( existingAsset ! = null )
{
// Type mismatch or not a ScriptableObject - must delete and recreate to change type, losing GUID
// (Or we could warn, but overwrite usually implies replacing)
AssetDatabase . DeleteAsset ( finalPath ) ;
}
}
if ( isNewAsset )
{
// Ensure the new instance has the correct name before creating asset to avoid warnings
instance . name = Path . GetFileNameWithoutExtension ( finalPath ) ;
AssetDatabase . CreateAsset ( instance , finalPath ) ;
}
}
catch ( Exception ex )
{
return new ErrorResponse ( CodeAssetCreateFailed , new { message = ex . Message , path = finalPath } ) ;
}
string guid = AssetDatabase . AssetPathToGUID ( finalPath ) ;
var patchesToken = @params [ "patches" ] ;
object patchResults = null ;
var warnings = new List < string > ( ) ;
if ( patchesToken is JArray patches & & patches . Count > 0 )
{
var patchApply = ApplyPatches ( instance , patches ) ;
patchResults = patchApply . results ;
warnings . AddRange ( patchApply . warnings ) ;
}
EditorUtility . SetDirty ( instance ) ;
AssetDatabase . SaveAssets ( ) ;
return new SuccessResponse (
"ScriptableObject created." ,
new
{
guid ,
path = finalPath ,
typeNameResolved = resolvedType . FullName ,
patchResults ,
warnings = warnings . Count > 0 ? warnings : null
}
) ;
}
private static object HandleModify ( JObject @params )
{
if ( ! TryResolveTarget ( @params [ "target" ] , out var target , out var targetPath , out var targetGuid , out var err ) )
{
return err ;
}
var patchesToken = @params [ "patches" ] ;
if ( patchesToken = = null | | patchesToken . Type = = JTokenType . Null )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'patches' is required." , targetPath , targetGuid } ) ;
}
if ( patchesToken is not JArray patches )
{
return new ErrorResponse ( CodeInvalidParams , new { message = "'patches' must be an array." , targetPath , targetGuid } ) ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Phase 5: Dry-run mode - validate patches without applying
bool dryRun = @params [ "dryRun" ] ? . ToObject < bool? > ( ) ? ? @params [ "dry_run" ] ? . ToObject < bool? > ( ) ? ? false ;
if ( dryRun )
{
var validationResults = ValidatePatches ( target , patches ) ;
return new SuccessResponse (
"Dry-run validation complete." ,
new
{
targetGuid ,
targetPath ,
targetTypeName = target . GetType ( ) . FullName ,
dryRun = true ,
valid = validationResults . All ( r = > ( bool ) r . GetType ( ) . GetProperty ( "ok" ) ? . GetValue ( r ) ) ,
validationResults
}
) ;
}
2025-12-29 12:15:50 +08:00
var ( results , warnings ) = ApplyPatches ( target , patches ) ;
return new SuccessResponse (
"Serialized properties patched." ,
new
{
targetGuid ,
targetPath ,
targetTypeName = target . GetType ( ) . FullName ,
results ,
warnings = warnings . Count > 0 ? warnings : null
}
) ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
/// <summary>
/// Validates patches without applying them (for dry-run mode).
/// Checks that property paths exist and that value types are compatible.
/// </summary>
private static List < object > ValidatePatches ( UnityEngine . Object target , JArray patches )
{
var results = new List < object > ( patches . Count ) ;
var so = new SerializedObject ( target ) ;
so . Update ( ) ;
for ( int i = 0 ; i < patches . Count ; i + + )
{
if ( patches [ i ] is not JObject patchObj )
{
results . Add ( new { index = i , propertyPath = "" , op = "" , ok = false , message = $"Patch at index {i} must be an object." } ) ;
continue ;
}
string propertyPath = patchObj [ "propertyPath" ] ? . ToString ( )
? ? patchObj [ "property_path" ] ? . ToString ( )
? ? patchObj [ "path" ] ? . ToString ( ) ;
string op = ( patchObj [ "op" ] ? . ToString ( ) ? ? "set" ) . Trim ( ) ;
if ( string . IsNullOrWhiteSpace ( propertyPath ) )
{
results . Add ( new { index = i , propertyPath = propertyPath ? ? "" , op , ok = false , message = "Missing required field: propertyPath" } ) ;
continue ;
}
// Normalize the path
string normalizedPath = NormalizePropertyPath ( propertyPath ) ;
string normalizedOp = op . ToLowerInvariant ( ) ;
// For array_resize, check if the array exists
if ( normalizedOp = = "array_resize" )
{
var valueToken = patchObj [ "value" ] ;
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null )
{
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = false , message = "array_resize requires integer 'value'." } ) ;
continue ;
}
int size = ParamCoercion . CoerceInt ( valueToken , - 1 ) ;
if ( size < 0 )
{
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = false , message = "array_resize requires non-negative integer 'value'." } ) ;
continue ;
}
// Check if the array path exists
string arrayPath = normalizedPath ;
if ( arrayPath . EndsWith ( ".Array.size" , StringComparison . Ordinal ) )
{
arrayPath = arrayPath . Substring ( 0 , arrayPath . Length - ".Array.size" . Length ) ;
}
var arrayProp = so . FindProperty ( arrayPath ) ;
if ( arrayProp = = null )
{
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = false , message = $"Array not found: {arrayPath}" } ) ;
continue ;
}
if ( ! arrayProp . isArray )
{
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = false , message = $"Property is not an array: {arrayPath}" } ) ;
continue ;
}
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = true , message = $"Will resize to {size}." , currentSize = arrayProp . arraySize } ) ;
continue ;
}
// For set operations, check if the property exists (or can be auto-grown)
var prop = so . FindProperty ( normalizedPath ) ;
// Check if it's an auto-growable array element path
bool isAutoGrowable = false ;
if ( prop = = null )
{
var match = Regex . Match ( normalizedPath , @"^(.+?)\.Array\.data\[(\d+)\]" ) ;
if ( match . Success )
{
string arrayPath = match . Groups [ 1 ] . Value ;
var arrayProp = so . FindProperty ( arrayPath ) ;
if ( arrayProp ! = null & & arrayProp . isArray )
{
isAutoGrowable = true ;
// Get the element type info from existing elements or report as growable
int targetIndex = int . Parse ( match . Groups [ 2 ] . Value ) ;
if ( arrayProp . arraySize > 0 )
{
var sampleElement = arrayProp . GetArrayElementAtIndex ( 0 ) ;
results . Add ( new {
index = i ,
propertyPath = normalizedPath ,
op ,
ok = true ,
message = $"Will auto-grow array from {arrayProp.arraySize} to {targetIndex + 1}." ,
elementType = sampleElement ? . propertyType . ToString ( ) ? ? "unknown"
} ) ;
}
else
{
results . Add ( new {
index = i ,
propertyPath = normalizedPath ,
op ,
ok = true ,
message = $"Will auto-grow empty array to size {targetIndex + 1}."
} ) ;
}
continue ;
}
}
}
if ( prop = = null & & ! isAutoGrowable )
{
results . Add ( new { index = i , propertyPath = normalizedPath , op , ok = false , message = $"Property not found: {normalizedPath}" } ) ;
continue ;
}
if ( prop ! = null )
{
// Property exists - report its type for validation
results . Add ( new {
index = i ,
propertyPath = normalizedPath ,
op ,
ok = true ,
message = "Property found." ,
propertyType = prop . propertyType . ToString ( ) ,
isArray = prop . isArray
} ) ;
}
}
return results ;
}
2025-12-29 12:15:50 +08:00
private static ( List < object > results , List < string > warnings ) ApplyPatches ( UnityEngine . Object target , JArray patches )
{
var warnings = new List < string > ( ) ;
var results = new List < object > ( patches . Count ) ;
bool anyChanged = false ;
var so = new SerializedObject ( target ) ;
so . Update ( ) ;
for ( int i = 0 ; i < patches . Count ; i + + )
{
if ( patches [ i ] is not JObject patchObj )
{
results . Add ( new { propertyPath = "" , op = "" , ok = false , message = $"Patch at index {i} must be an object." } ) ;
continue ;
}
string propertyPath = patchObj [ "propertyPath" ] ? . ToString ( )
? ? patchObj [ "property_path" ] ? . ToString ( )
? ? patchObj [ "path" ] ? . ToString ( ) ;
string op = ( patchObj [ "op" ] ? . ToString ( ) ? ? "set" ) . Trim ( ) ;
if ( string . IsNullOrWhiteSpace ( propertyPath ) )
{
results . Add ( new { propertyPath = propertyPath ? ? "" , op , ok = false , message = "Missing required field: propertyPath" } ) ;
continue ;
}
if ( string . IsNullOrWhiteSpace ( op ) )
{
op = "set" ;
}
var patchResult = ApplyPatch ( so , propertyPath , op , patchObj , out bool changed ) ;
anyChanged | = changed ;
results . Add ( patchResult ) ;
// Array resize should be applied immediately so later paths resolve.
if ( string . Equals ( op , "array_resize" , StringComparison . OrdinalIgnoreCase ) & & changed )
{
so . ApplyModifiedProperties ( ) ;
so . Update ( ) ;
}
}
if ( anyChanged )
{
so . ApplyModifiedProperties ( ) ;
EditorUtility . SetDirty ( target ) ;
AssetDatabase . SaveAssets ( ) ;
}
return ( results , warnings ) ;
}
private static object ApplyPatch ( SerializedObject so , string propertyPath , string op , JObject patchObj , out bool changed )
{
changed = false ;
try
{
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Phase 1.1: Normalize friendly path syntax (e.g., myList[5] → myList.Array.data[5])
string normalizedPath = NormalizePropertyPath ( propertyPath ) ;
2025-12-29 12:15:50 +08:00
string normalizedOp = op . Trim ( ) . ToLowerInvariant ( ) ;
switch ( normalizedOp )
{
case "array_resize" :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
return ApplyArrayResize ( so , normalizedPath , patchObj , out changed ) ;
2025-12-29 12:15:50 +08:00
case "set" :
default :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
return ApplySet ( so , normalizedPath , patchObj , out changed ) ;
2025-12-29 12:15:50 +08:00
}
}
catch ( Exception ex )
{
return new { propertyPath , op , ok = false , message = ex . Message } ;
}
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
/// <summary>
/// Normalizes friendly property path syntax to Unity's internal format.
/// Converts bracket notation (e.g., myList[5]) to Unity's Array.data format (myList.Array.data[5]).
/// </summary>
private static string NormalizePropertyPath ( string path )
{
if ( string . IsNullOrEmpty ( path ) )
return path ;
// Pattern: word[number] where it's not already in .Array.data[number] format
// We need to handle cases like: myList[5], nested.list[0].field, etc.
// But NOT: myList.Array.data[5] (already in Unity format)
// Replace fieldName[index] with fieldName.Array.data[index]
// But only if it's not already in Array.data format
return Regex . Replace ( path , @"(\w+)\[(\d+)\]" , m = >
{
string fieldName = m . Groups [ 1 ] . Value ;
string index = m . Groups [ 2 ] . Value ;
// Check if this match is already part of .Array.data[index] pattern
// by checking if the text immediately before the field name is ".Array."
// and the field name is "data"
int matchStart = m . Index ;
if ( fieldName = = "data" & & matchStart > = 7 ) // Length of ".Array."
{
string preceding = path . Substring ( matchStart - 7 , 7 ) ;
if ( preceding = = ".Array." )
{
// Already in Unity format (e.g., myList.Array.data[0]), return as-is
return m . Value ;
}
}
return $"{fieldName}.Array.data[{index}]" ;
} ) ;
}
/// <summary>
/// Ensures an array has sufficient capacity for the given index.
/// Automatically resizes the array if the target index is beyond current bounds.
/// </summary>
/// <param name="so">The SerializedObject containing the array</param>
/// <param name="path">The normalized property path (must be in Array.data format)</param>
/// <param name="resized">True if the array was resized</param>
/// <returns>True if the path is valid for setting, false if it cannot be resolved</returns>
private static bool EnsureArrayCapacity ( SerializedObject so , string path , out bool resized )
{
resized = false ;
// Match pattern: something.Array.data[N]
var match = Regex . Match ( path , @"^(.+?)\.Array\.data\[(\d+)\]" ) ;
if ( ! match . Success )
{
// Not an array element path, nothing to do
return true ;
}
string arrayPath = match . Groups [ 1 ] . Value ;
if ( ! int . TryParse ( match . Groups [ 2 ] . Value , out int targetIndex ) )
{
return false ;
}
var arrayProp = so . FindProperty ( arrayPath ) ;
if ( arrayProp = = null | | ! arrayProp . isArray )
{
// Array property not found or not an array
return false ;
}
if ( arrayProp . arraySize < = targetIndex )
{
// Need to grow the array
arrayProp . arraySize = targetIndex + 1 ;
so . ApplyModifiedProperties ( ) ;
so . Update ( ) ;
resized = true ;
}
return true ;
}
2025-12-29 12:15:50 +08:00
private static object ApplyArrayResize ( SerializedObject so , string propertyPath , JObject patchObj , out bool changed )
{
changed = false ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use ParamCoercion for robust int parsing
var valueToken = patchObj [ "value" ] ;
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null )
{
return new { propertyPath , op = "array_resize" , ok = false , message = "array_resize requires integer 'value'." } ;
}
int newSize = ParamCoercion . CoerceInt ( valueToken , - 1 ) ;
if ( newSize < 0 )
2025-12-29 12:15:50 +08:00
{
return new { propertyPath , op = "array_resize" , ok = false , message = "array_resize requires integer 'value'." } ;
}
newSize = Math . Max ( 0 , newSize ) ;
// Unity supports resizing either:
// - the array/list property itself (prop.isArray -> prop.arraySize)
// - the synthetic leaf property "<array>.Array.size" (prop.intValue)
/ /
// Different Unity versions/serialization edge cases can fail to resolve the synthetic leaf via FindProperty
// (or can return different property types), so we keep a "best-effort" fallback:
// - Prefer acting on the requested path if it resolves.
// - If the requested path doesn't resolve, try to resolve the *array property* and set arraySize directly.
SerializedProperty prop = so . FindProperty ( propertyPath ) ;
SerializedProperty arrayProp = null ;
if ( propertyPath . EndsWith ( ".Array.size" , StringComparison . Ordinal ) )
{
// Caller explicitly targeted the synthetic leaf. Resolve the parent array property as a fallback
// (Unity sometimes fails to resolve the synthetic leaf in certain serialization contexts).
var arrayPath = propertyPath . Substring ( 0 , propertyPath . Length - ".Array.size" . Length ) ;
arrayProp = so . FindProperty ( arrayPath ) ;
}
else
{
// Caller targeted either the array property itself (e.g., "items") or some other property.
// If it's already an array, we can resize it directly. Otherwise, we attempt to resolve
// a synthetic ".Array.size" leaf as a convenience, which some clients may pass.
arrayProp = prop ! = null & & prop . isArray ? prop : so . FindProperty ( propertyPath + ".Array.size" ) ;
}
if ( prop = = null )
{
// If we failed to find the direct property but we *can* find the array property, use that.
if ( arrayProp ! = null & & arrayProp . isArray )
{
if ( arrayProp . arraySize ! = newSize )
{
arrayProp . arraySize = newSize ;
changed = true ;
}
return new
{
propertyPath ,
op = "array_resize" ,
ok = true ,
resolvedPropertyType = "Array" ,
message = $"Set array size to {newSize}."
} ;
}
return new { propertyPath , op = "array_resize" , ok = false , message = $"Property not found: {propertyPath}" } ;
}
// Unity may represent ".Array.size" as either Integer or ArraySize depending on version.
if ( ( prop . propertyType = = SerializedPropertyType . Integer | | prop . propertyType = = SerializedPropertyType . ArraySize )
& & propertyPath . EndsWith ( ".Array.size" , StringComparison . Ordinal ) )
{
// We successfully resolved the synthetic leaf; write the size through its intValue.
if ( prop . intValue ! = newSize )
{
prop . intValue = newSize ;
changed = true ;
}
return new { propertyPath , op = "array_resize" , ok = true , resolvedPropertyType = prop . propertyType . ToString ( ) , message = $"Set array size to {newSize}." } ;
}
if ( prop . isArray )
{
// We resolved the array property itself; write through arraySize.
if ( prop . arraySize ! = newSize )
{
prop . arraySize = newSize ;
changed = true ;
}
return new { propertyPath , op = "array_resize" , ok = true , resolvedPropertyType = "Array" , message = $"Set array size to {newSize}." } ;
}
return new { propertyPath , op = "array_resize" , ok = false , resolvedPropertyType = prop . propertyType . ToString ( ) , message = $"Property is not an array or array-size field: {propertyPath}" } ;
}
private static object ApplySet ( SerializedObject so , string propertyPath , JObject patchObj , out bool changed )
{
changed = false ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Phase 1.2: Auto-resize arrays if targeting an index beyond current bounds
if ( ! EnsureArrayCapacity ( so , propertyPath , out bool arrayResized ) )
{
// Could not resolve the array path - try to find the property anyway for a better error message
var checkProp = so . FindProperty ( propertyPath ) ;
if ( checkProp = = null )
{
// Try to provide helpful context about what went wrong
var arrayMatch = Regex . Match ( propertyPath , @"^(.+?)\.Array\.data\[(\d+)\]" ) ;
if ( arrayMatch . Success )
{
string arrayPath = arrayMatch . Groups [ 1 ] . Value ;
var arrayProp = so . FindProperty ( arrayPath ) ;
if ( arrayProp = = null )
{
return new { propertyPath , op = "set" , ok = false , message = $"Array property not found: {arrayPath}" } ;
}
if ( ! arrayProp . isArray )
{
return new { propertyPath , op = "set" , ok = false , message = $"Property is not an array: {arrayPath}" } ;
}
}
return new { propertyPath , op = "set" , ok = false , message = $"Property not found: {propertyPath}" } ;
}
}
2025-12-29 12:15:50 +08:00
var prop = so . FindProperty ( propertyPath ) ;
if ( prop = = null )
{
return new { propertyPath , op = "set" , ok = false , message = $"Property not found: {propertyPath}" } ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Track if we resized - this counts as a change
if ( arrayResized )
{
changed = true ;
}
2025-12-29 12:15:50 +08:00
if ( prop . propertyType = = SerializedPropertyType . ObjectReference )
{
var refObj = patchObj [ "ref" ] as JObject ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
var objRefValue = patchObj [ "value" ] ;
2025-12-29 12:15:50 +08:00
UnityEngine . Object newRef = null ;
string refGuid = refObj ? [ "guid" ] ? . ToString ( ) ;
string refPath = refObj ? [ "path" ] ? . ToString ( ) ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
string resolveMethod = "explicit" ;
2025-12-29 12:15:50 +08:00
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
if ( refObj = = null & & objRefValue ? . Type = = JTokenType . Null )
2025-12-29 12:15:50 +08:00
{
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Explicit null - clear the reference
2025-12-29 12:15:50 +08:00
newRef = null ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
resolveMethod = "cleared" ;
2025-12-29 12:15:50 +08:00
}
else if ( ! string . IsNullOrEmpty ( refGuid ) | | ! string . IsNullOrEmpty ( refPath ) )
{
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Traditional ref object with guid or path
2025-12-29 12:15:50 +08:00
string resolvedPath = ! string . IsNullOrEmpty ( refGuid )
? AssetDatabase . GUIDToAssetPath ( refGuid )
: AssetPathUtility . SanitizeAssetPath ( refPath ) ;
if ( ! string . IsNullOrEmpty ( resolvedPath ) )
{
newRef = AssetDatabase . LoadAssetAtPath < UnityEngine . Object > ( resolvedPath ) ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
resolveMethod = ! string . IsNullOrEmpty ( refGuid ) ? "ref.guid" : "ref.path" ;
}
else if ( objRefValue ? . Type = = JTokenType . String )
{
// Phase 4: GUID shorthand - allow plain string value
string strVal = objRefValue . ToString ( ) ;
// Check if it's a GUID (32 hex characters, no dashes)
if ( Regex . IsMatch ( strVal , @"^[0-9a-fA-F]{32}$" ) )
{
string guidPath = AssetDatabase . GUIDToAssetPath ( strVal ) ;
if ( ! string . IsNullOrEmpty ( guidPath ) )
{
newRef = AssetDatabase . LoadAssetAtPath < UnityEngine . Object > ( guidPath ) ;
resolveMethod = "guid-shorthand" ;
}
}
// Check if it looks like an asset path
else if ( strVal . StartsWith ( "Assets/" , StringComparison . OrdinalIgnoreCase ) | |
strVal . Contains ( "/" ) )
{
string sanitizedPath = AssetPathUtility . SanitizeAssetPath ( strVal ) ;
newRef = AssetDatabase . LoadAssetAtPath < UnityEngine . Object > ( sanitizedPath ) ;
resolveMethod = "path-shorthand" ;
}
2025-12-29 12:15:50 +08:00
}
if ( prop . objectReferenceValue ! = newRef )
{
prop . objectReferenceValue = newRef ;
changed = true ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
string refMessage = newRef = = null ? "Cleared reference." : $"Set reference ({resolveMethod})." ;
return new { propertyPath , op = "set" , ok = true , resolvedPropertyType = prop . propertyType . ToString ( ) , message = refMessage } ;
2025-12-29 12:15:50 +08:00
}
var valueToken = patchObj [ "value" ] ;
if ( valueToken = = null )
{
return new { propertyPath , op = "set" , ok = false , resolvedPropertyType = prop . propertyType . ToString ( ) , message = "Missing required field: value" } ;
}
bool ok = TrySetValue ( prop , valueToken , out string message ) ;
changed = ok ;
return new { propertyPath , op = "set" , ok , resolvedPropertyType = prop . propertyType . ToString ( ) , message } ;
}
private static bool TrySetValue ( SerializedProperty prop , JToken valueToken , out string message )
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
{
return TrySetValueRecursive ( prop , valueToken , out message , 0 ) ;
}
/// <summary>
/// Recursively sets values on SerializedProperties, supporting bulk array and object mapping.
/// </summary>
/// <param name="prop">The property to set</param>
/// <param name="valueToken">The JSON value</param>
/// <param name="message">Output message describing the result</param>
/// <param name="depth">Current recursion depth (for safety limits)</param>
private static bool TrySetValueRecursive ( SerializedProperty prop , JToken valueToken , out string message , int depth )
2025-12-29 12:15:50 +08:00
{
message = null ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
const int MaxRecursionDepth = 20 ;
if ( depth > MaxRecursionDepth )
{
message = $"Maximum recursion depth ({MaxRecursionDepth}) exceeded. Check for circular references." ;
return false ;
}
2025-12-29 12:15:50 +08:00
try
{
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Phase 3.1: Handle bulk array mapping - JArray value for array/list properties
if ( prop . isArray & & prop . propertyType ! = SerializedPropertyType . String & & valueToken is JArray jArray )
{
// Resize the array to match the JSON array
prop . arraySize = jArray . Count ;
// Get the SerializedObject and apply so we can access elements
var so = prop . serializedObject ;
so . ApplyModifiedProperties ( ) ;
so . Update ( ) ;
int successCount = 0 ;
var errors = new List < string > ( ) ;
for ( int i = 0 ; i < jArray . Count ; i + + )
{
var elementProp = prop . GetArrayElementAtIndex ( i ) ;
if ( elementProp = = null )
{
errors . Add ( $"Could not get element at index {i}" ) ;
continue ;
}
if ( TrySetValueRecursive ( elementProp , jArray [ i ] , out string elemMessage , depth + 1 ) )
{
successCount + + ;
}
else
{
errors . Add ( $"[{i}]: {elemMessage}" ) ;
}
}
so . ApplyModifiedProperties ( ) ;
if ( errors . Count > 0 )
{
message = $"Set {successCount}/{jArray.Count} elements. Errors: {string.Join(" ; ", errors)}" ;
return successCount > 0 ; // Partial success
}
message = $"Set array with {jArray.Count} elements." ;
return true ;
}
// Phase 3.2: Handle bulk object mapping - JObject value for Generic (struct/class) properties
if ( prop . propertyType = = SerializedPropertyType . Generic & & ! prop . isArray & & valueToken is JObject jObj )
{
int successCount = 0 ;
var errors = new List < string > ( ) ;
var so = prop . serializedObject ;
foreach ( var kvp in jObj )
{
string childPath = prop . propertyPath + "." + kvp . Key ;
var childProp = so . FindProperty ( childPath ) ;
if ( childProp = = null )
{
errors . Add ( $"Property not found: {kvp.Key}" ) ;
continue ;
}
if ( TrySetValueRecursive ( childProp , kvp . Value , out string childMessage , depth + 1 ) )
{
successCount + + ;
}
else
{
errors . Add ( $"{kvp.Key}: {childMessage}" ) ;
}
}
so . ApplyModifiedProperties ( ) ;
if ( errors . Count > 0 )
{
message = $"Set {successCount}/{jObj.Count} fields. Errors: {string.Join(" ; ", errors)}" ;
return successCount > 0 ; // Partial success
}
message = $"Set struct/class with {jObj.Count} fields." ;
return true ;
}
2025-12-29 12:15:50 +08:00
// Supported Types: Integer, Boolean, Float, String, Enum, Vector2, Vector3, Vector4, Color
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Using shared helpers from ParamCoercion and VectorParsing
2025-12-29 12:15:50 +08:00
switch ( prop . propertyType )
{
case SerializedPropertyType . Integer :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use ParamCoercion for robust int parsing
int intVal = ParamCoercion . CoerceInt ( valueToken , int . MinValue ) ;
if ( intVal = = int . MinValue & & valueToken ? . Type ! = JTokenType . Integer )
{
// Double-check: if it's actually int.MinValue or failed to parse
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null | |
( valueToken . Type = = JTokenType . String & & ! int . TryParse ( valueToken . ToString ( ) , out _ ) ) )
{
message = "Expected integer value." ;
return false ;
}
}
prop . intValue = intVal ;
message = "Set int." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Boolean :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use ParamCoercion for robust bool parsing (handles "true", "1", "yes", etc.)
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null )
{
message = "Expected boolean value." ;
return false ;
}
bool boolVal = ParamCoercion . CoerceBool ( valueToken , false ) ;
// Verify it actually looked like a bool
if ( valueToken . Type ! = JTokenType . Boolean )
{
string strVal = valueToken . ToString ( ) . Trim ( ) . ToLowerInvariant ( ) ;
if ( strVal ! = "true" & & strVal ! = "false" & & strVal ! = "1" & & strVal ! = "0" & &
strVal ! = "yes" & & strVal ! = "no" & & strVal ! = "on" & & strVal ! = "off" )
{
message = "Expected boolean value." ;
return false ;
}
}
prop . boolValue = boolVal ;
message = "Set bool." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Float :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use ParamCoercion for robust float parsing
float floatVal = ParamCoercion . CoerceFloat ( valueToken , float . NaN ) ;
if ( float . IsNaN ( floatVal ) )
{
message = "Expected float value." ;
return false ;
}
prop . floatValue = floatVal ;
message = "Set float." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . String :
prop . stringValue = valueToken . Type = = JTokenType . Null ? null : valueToken . ToString ( ) ;
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
message = "Set string." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Enum :
return TrySetEnum ( prop , valueToken , out message ) ;
case SerializedPropertyType . Vector2 :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use VectorParsing for Vector2
var v2 = VectorParsing . ParseVector2 ( valueToken ) ;
if ( v2 = = null )
{
message = "Expected Vector2 (array or object)." ;
return false ;
}
prop . vector2Value = v2 . Value ;
message = "Set Vector2." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Vector3 :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use VectorParsing for Vector3
var v3 = VectorParsing . ParseVector3 ( valueToken ) ;
if ( v3 = = null )
{
message = "Expected Vector3 (array or object)." ;
return false ;
}
prop . vector3Value = v3 . Value ;
message = "Set Vector3." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Vector4 :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use VectorParsing for Vector4
var v4 = VectorParsing . ParseVector4 ( valueToken ) ;
if ( v4 = = null )
{
message = "Expected Vector4 (array or object)." ;
return false ;
}
prop . vector4Value = v4 . Value ;
message = "Set Vector4." ;
return true ;
2025-12-29 12:15:50 +08:00
case SerializedPropertyType . Color :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// Use VectorParsing for Color
var col = VectorParsing . ParseColor ( valueToken ) ;
if ( col = = null )
{
message = "Expected Color (array or object)." ;
return false ;
}
prop . colorValue = col . Value ;
message = "Set Color." ;
return true ;
case SerializedPropertyType . AnimationCurve :
return TrySetAnimationCurve ( prop , valueToken , out message ) ;
case SerializedPropertyType . Quaternion :
return TrySetQuaternion ( prop , valueToken , out message ) ;
case SerializedPropertyType . Generic :
// Generic properties (structs/classes) should be handled above with JObject mapping
// If we get here, the value wasn't a JObject
if ( prop . isArray )
{
message = $"Expected array (JArray) for array property, got {valueToken?.Type.ToString() ?? " null "}." ;
}
else
{
message = $"Expected object (JObject) for struct/class property, got {valueToken?.Type.ToString() ?? " null "}." ;
}
return false ;
2025-12-29 12:15:50 +08:00
default :
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
message = $"Unsupported SerializedPropertyType: {prop.propertyType}. " +
"This type cannot be set via MCP patches. Consider editing the .asset file directly " +
"or using Unity's Inspector. For complex types, check if there's a supported alternative format." ;
2025-12-29 12:15:50 +08:00
return false ;
}
}
catch ( Exception ex )
{
message = ex . Message ;
return false ;
}
}
private static bool TrySetEnum ( SerializedProperty prop , JToken valueToken , out string message )
{
message = null ;
var names = prop . enumNames ;
if ( names = = null | | names . Length = = 0 ) { message = "Enum has no names." ; return false ; }
if ( valueToken . Type = = JTokenType . Integer )
{
int idx = valueToken . Value < int > ( ) ;
if ( idx < 0 | | idx > = names . Length ) { message = $"Enum index out of range: {idx}" ; return false ; }
prop . enumValueIndex = idx ; message = "Set enum." ; return true ;
}
string s = valueToken . ToString ( ) ;
for ( int i = 0 ; i < names . Length ; i + + )
{
if ( string . Equals ( names [ i ] , s , StringComparison . OrdinalIgnoreCase ) )
{
prop . enumValueIndex = i ; message = "Set enum." ; return true ;
}
}
message = $"Unknown enum name '{s}'." ;
return false ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
/// <summary>
/// Sets an AnimationCurve property from a JSON structure.
/// Expected format: { "keys": [ { "time": 0, "value": 0, "inSlope": 0, "outSlope": 2 }, ... ] }
/// or a simple array: [ { "time": 0, "value": 0 }, ... ]
/// </summary>
private static bool TrySetAnimationCurve ( SerializedProperty prop , JToken valueToken , out string message )
{
message = null ;
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null )
{
// Set to empty curve
prop . animationCurveValue = new AnimationCurve ( ) ;
message = "Set AnimationCurve to empty." ;
return true ;
}
JArray keysArray = null ;
// Accept either { "keys": [...] } or just [...]
if ( valueToken is JObject curveObj )
{
keysArray = curveObj [ "keys" ] as JArray ;
if ( keysArray = = null )
{
message = "AnimationCurve object requires 'keys' array. Expected: { \"keys\": [ { \"time\": 0, \"value\": 0 }, ... ] }" ;
return false ;
}
}
else if ( valueToken is JArray directArray )
{
keysArray = directArray ;
}
else
{
message = "AnimationCurve requires object with 'keys' or array of keyframes. " +
"Expected: { \"keys\": [ { \"time\": 0, \"value\": 0, \"inSlope\": 0, \"outSlope\": 0 }, ... ] }" ;
return false ;
}
try
{
var curve = new AnimationCurve ( ) ;
foreach ( var keyToken in keysArray )
{
if ( keyToken is not JObject keyObj )
{
message = "Each keyframe must be an object with 'time' and 'value'." ;
return false ;
}
float time = keyObj [ "time" ] ? . Value < float > ( ) ? ? 0f ;
float value = keyObj [ "value" ] ? . Value < float > ( ) ? ? 0f ;
float inSlope = keyObj [ "inSlope" ] ? . Value < float > ( ) ? ? keyObj [ "inTangent" ] ? . Value < float > ( ) ? ? 0f ;
float outSlope = keyObj [ "outSlope" ] ? . Value < float > ( ) ? ? keyObj [ "outTangent" ] ? . Value < float > ( ) ? ? 0f ;
var keyframe = new Keyframe ( time , value , inSlope , outSlope ) ;
// Optional: weighted tangent mode (Unity 2018.1+)
if ( keyObj [ "weightedMode" ] ! = null )
{
int weightedMode = keyObj [ "weightedMode" ] . Value < int > ( ) ;
keyframe . weightedMode = ( WeightedMode ) weightedMode ;
}
if ( keyObj [ "inWeight" ] ! = null )
{
keyframe . inWeight = keyObj [ "inWeight" ] . Value < float > ( ) ;
}
if ( keyObj [ "outWeight" ] ! = null )
{
keyframe . outWeight = keyObj [ "outWeight" ] . Value < float > ( ) ;
}
curve . AddKey ( keyframe ) ;
}
prop . animationCurveValue = curve ;
message = $"Set AnimationCurve with {keysArray.Count} keyframes." ;
return true ;
}
catch ( Exception ex )
{
message = $"Failed to parse AnimationCurve: {ex.Message}" ;
return false ;
}
}
/// <summary>
/// Sets a Quaternion property from JSON.
/// Accepts:
/// - [x, y, z] as Euler angles (degrees)
/// - [x, y, z, w] as raw quaternion components
/// - { "x": 0, "y": 0, "z": 0, "w": 1 } as raw quaternion
/// - { "euler": [x, y, z] } for explicit euler
/// </summary>
private static bool TrySetQuaternion ( SerializedProperty prop , JToken valueToken , out string message )
{
message = null ;
if ( valueToken = = null | | valueToken . Type = = JTokenType . Null )
{
prop . quaternionValue = Quaternion . identity ;
message = "Set Quaternion to identity." ;
return true ;
}
try
{
if ( valueToken is JArray arr )
{
if ( arr . Count = = 3 )
{
// Euler angles [x, y, z]
var euler = new Vector3 (
arr [ 0 ] . Value < float > ( ) ,
arr [ 1 ] . Value < float > ( ) ,
arr [ 2 ] . Value < float > ( )
) ;
prop . quaternionValue = Quaternion . Euler ( euler ) ;
message = $"Set Quaternion from Euler({euler.x}, {euler.y}, {euler.z})." ;
return true ;
}
else if ( arr . Count = = 4 )
{
// Raw quaternion [x, y, z, w]
prop . quaternionValue = new Quaternion (
arr [ 0 ] . Value < float > ( ) ,
arr [ 1 ] . Value < float > ( ) ,
arr [ 2 ] . Value < float > ( ) ,
arr [ 3 ] . Value < float > ( )
) ;
message = "Set Quaternion from [x, y, z, w]." ;
return true ;
}
else
{
message = "Quaternion array must have 3 elements (Euler) or 4 elements (x, y, z, w)." ;
return false ;
}
}
else if ( valueToken is JObject obj )
{
// Check for explicit euler property
if ( obj [ "euler" ] is JArray eulerArr & & eulerArr . Count = = 3 )
{
var euler = new Vector3 (
eulerArr [ 0 ] . Value < float > ( ) ,
eulerArr [ 1 ] . Value < float > ( ) ,
eulerArr [ 2 ] . Value < float > ( )
) ;
prop . quaternionValue = Quaternion . Euler ( euler ) ;
message = $"Set Quaternion from euler: ({euler.x}, {euler.y}, {euler.z})." ;
return true ;
}
// Object format { x, y, z, w }
if ( obj [ "x" ] ! = null & & obj [ "y" ] ! = null & & obj [ "z" ] ! = null & & obj [ "w" ] ! = null )
{
prop . quaternionValue = new Quaternion (
obj [ "x" ] . Value < float > ( ) ,
obj [ "y" ] . Value < float > ( ) ,
obj [ "z" ] . Value < float > ( ) ,
obj [ "w" ] . Value < float > ( )
) ;
message = "Set Quaternion from { x, y, z, w }." ;
return true ;
}
message = "Quaternion object must have { x, y, z, w } or { euler: [x, y, z] }." ;
return false ;
}
else
{
message = "Quaternion requires array [x,y,z] (Euler), [x,y,z,w] (raw), or object { x, y, z, w }." ;
return false ;
}
}
catch ( Exception ex )
{
message = $"Failed to parse Quaternion: {ex.Message}" ;
return false ;
}
}
2025-12-29 12:15:50 +08:00
private static bool TryResolveTarget ( JToken targetToken , out UnityEngine . Object target , out string targetPath , out string targetGuid , out object error )
{
target = null ;
targetPath = null ;
targetGuid = null ;
error = null ;
if ( targetToken is not JObject targetObj )
{
error = new ErrorResponse ( CodeInvalidParams , new { message = "'target' must be an object with {guid|path}." } ) ;
return false ;
}
string guid = targetObj [ "guid" ] ? . ToString ( ) ;
string path = targetObj [ "path" ] ? . ToString ( ) ;
if ( string . IsNullOrWhiteSpace ( guid ) & & string . IsNullOrWhiteSpace ( path ) )
{
error = new ErrorResponse ( CodeInvalidParams , new { message = "'target' must include 'guid' or 'path'." } ) ;
return false ;
}
string resolvedPath = ! string . IsNullOrWhiteSpace ( guid )
? AssetDatabase . GUIDToAssetPath ( guid )
: AssetPathUtility . SanitizeAssetPath ( path ) ;
if ( string . IsNullOrWhiteSpace ( resolvedPath ) )
{
error = new ErrorResponse ( CodeTargetNotFound , new { message = "Could not resolve target path." , guid , path } ) ;
return false ;
}
var obj = AssetDatabase . LoadAssetAtPath < UnityEngine . Object > ( resolvedPath ) ;
if ( obj = = null )
{
error = new ErrorResponse ( CodeTargetNotFound , new { message = "Target asset not found." , targetPath = resolvedPath , targetGuid = guid } ) ;
return false ;
}
target = obj ;
targetPath = resolvedPath ;
targetGuid = string . IsNullOrWhiteSpace ( guid ) ? AssetDatabase . AssetPathToGUID ( resolvedPath ) : guid ;
return true ;
}
private static void CoerceJsonStringArrayParameter ( JObject @params , string paramName )
{
var token = @params ? [ paramName ] ;
if ( token ! = null & & token . Type = = JTokenType . String )
{
try
{
var parsed = JToken . Parse ( token . ToString ( ) ) ;
if ( parsed is JArray arr )
{
@params [ paramName ] = arr ;
}
}
catch ( Exception e )
{
2026-01-07 13:33:20 +08:00
McpLog . Warn ( $"[MCP] Could not parse '{paramName}' JSON string: {e.Message}" ) ;
2025-12-29 12:15:50 +08:00
}
}
}
private static bool EnsureFolderExists ( string folderPath , out string error )
{
error = null ;
if ( string . IsNullOrWhiteSpace ( folderPath ) )
{
error = "Folder path is empty." ;
return false ;
}
// Expect normalized input here (Assets/... or Assets).
string sanitized = SanitizeSlashes ( folderPath ) ;
if ( ! sanitized . StartsWith ( "Assets/" , StringComparison . OrdinalIgnoreCase )
& & ! string . Equals ( sanitized , "Assets" , StringComparison . OrdinalIgnoreCase ) )
{
error = "Folder path must be under Assets/." ;
return false ;
}
if ( string . Equals ( sanitized , "Assets" , StringComparison . OrdinalIgnoreCase ) )
{
return true ;
}
sanitized = sanitized . TrimEnd ( '/' ) ;
if ( AssetDatabase . IsValidFolder ( sanitized ) )
{
return true ;
}
// Create recursively from Assets/
var parts = sanitized . Split ( new [ ] { '/' } , StringSplitOptions . RemoveEmptyEntries ) ;
if ( parts . Length = = 0 | | ! string . Equals ( parts [ 0 ] , "Assets" , StringComparison . OrdinalIgnoreCase ) )
{
error = "Folder path must start with Assets/" ;
return false ;
}
string current = "Assets" ;
for ( int i = 1 ; i < parts . Length ; i + + )
{
string next = current + "/" + parts [ i ] ;
if ( ! AssetDatabase . IsValidFolder ( next ) )
{
string guid = AssetDatabase . CreateFolder ( current , parts [ i ] ) ;
if ( string . IsNullOrEmpty ( guid ) )
{
error = $"Failed to create folder: {next}" ;
return false ;
}
}
current = next ;
}
return AssetDatabase . IsValidFolder ( sanitized ) ;
}
private static string SanitizeSlashes ( string path )
{
if ( string . IsNullOrWhiteSpace ( path ) )
{
return path ;
}
var s = path . Replace ( '\\' , '/' ) ;
while ( s . IndexOf ( "//" , StringComparison . Ordinal ) > = 0 )
{
s = s . Replace ( "//" , "/" , StringComparison . Ordinal ) ;
}
return s ;
}
private static bool TryNormalizeFolderPath ( string folderPath , out string normalized , out string error )
{
normalized = null ;
error = null ;
if ( string . IsNullOrWhiteSpace ( folderPath ) )
{
error = "Folder path is empty." ;
return false ;
}
var s = SanitizeSlashes ( folderPath . Trim ( ) ) ;
// Reject obvious non-project/invalid roots. We only support Assets/ (and relative paths that will be rooted under Assets/).
if ( s . StartsWith ( "/" , StringComparison . Ordinal )
| | s . StartsWith ( "file:" , StringComparison . OrdinalIgnoreCase )
| | Regex . IsMatch ( s , @"^[a-zA-Z]:" ) )
{
error = "Folder path must be a project-relative path under Assets/." ;
return false ;
}
if ( s . StartsWith ( "Packages/" , StringComparison . OrdinalIgnoreCase )
| | s . StartsWith ( "ProjectSettings/" , StringComparison . OrdinalIgnoreCase )
| | s . StartsWith ( "Library/" , StringComparison . OrdinalIgnoreCase ) )
{
error = "Folder path must be under Assets/." ;
return false ;
}
if ( string . Equals ( s , "Assets" , StringComparison . OrdinalIgnoreCase ) )
{
normalized = "Assets" ;
return true ;
}
if ( s . StartsWith ( "Assets/" , StringComparison . OrdinalIgnoreCase ) )
{
normalized = s . TrimEnd ( '/' ) ;
return true ;
}
// Allow relative paths like "Temp/MyFolder" and root them under Assets/.
normalized = ( "Assets/" + s . TrimStart ( '/' ) ) . TrimEnd ( '/' ) ;
return true ;
}
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
// NOTE: Local TryGet* helpers have been removed.
// Using shared helpers instead: ParamCoercion (for int/float/bool) and VectorParsing (for Vector2/3/4, Color)
2025-12-29 12:15:50 +08:00
private static string NormalizeAction ( string raw )
{
var s = raw . Trim ( ) ;
s = s . Replace ( "-" , "" ) . Replace ( "_" , "" ) ;
return s . ToLowerInvariant ( ) ;
}
private static bool IsCreateAction ( string normalized )
{
return normalized = = "create" | | normalized = = "createso" ;
}
🔧 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
/// <summary>
/// Resolves a type by name. Delegates to UnityTypeResolver.ResolveAny().
/// </summary>
2025-12-29 12:15:50 +08:00
private static Type ResolveType ( string typeName )
{
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519)
* feat: Redesign GameObject API for better LLM ergonomics
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* refactor: consolidate shared services across MCP tools
Major architectural improvements:
- Create UnityJsonSerializer for shared JSON/Unity type conversion
- Create ObjectResolver for unified object resolution (GameObjects, Components, Assets)
- Create UnityTypeResolver for consolidated type resolution with caching
- Create PropertyConversion for unified JSON→Unity property conversion
- Create ComponentOps for low-level component operations
- Create Pagination helpers for standardized pagination across tools
Tool simplifications:
- ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers
- ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType
- ManageScriptableObject: Remove ~40 lines duplicate ResolveType
- ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved)
- ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns
- FindGameObjects: Use PaginationRequest/PaginationResponse
- GameObjectLookup: FindComponentType delegates to UnityTypeResolver
Tests: 242/246 passed, 4 skipped (expected)
* Apply code review feedback: consolidate utilities and improve compatibility
Python Server:
- Extract normalize_properties() to shared utils.py (removes duplication)
- Move search_term validation before preflight() for fail-fast
- Fix manage_script.py documentation (remove incorrect 'update' reference)
- Remove stale comments in execute_menu_item.py, manage_editor.py
- Remove misleading destructiveHint from manage_shader.py
C# Unity:
- Add Vector4Converter (commonly used, was missing)
- Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType
- Add path normalization in ObjectResolver before StartsWith check
- Improve ComponentOps.SetProperty conversion error detection
- Add Undo.RecordObject in ManageComponents before property modifications
- Improve error message clarity in ManageMaterial.cs
- Add defensive error handling to stress test ToJObject helper
- Increase CI timeout thresholds for test stability
GitHub Workflows:
- Fix GO test sorting in markdown output (GO-10 now sorts after GO-9)
- Add warning logging for fragment parsing errors
* Fix animator hash names in test fixture to match parameter names
BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the
actual animator parameter names.
* fix(windows): improve HTTP server detection and auto-start reliability
- Fix netstat detection on Windows by running netstat.exe directly instead
of piping through findstr (findstr returns exit code 1 when no matches,
causing false detection failures)
- Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle
slow server starts during first install, version upgrades, and dev mode
- Only attempt blind connection after 20 failed detection attempts to reduce
connection error spam during server startup
- Remove verbose debug logs that were spamming the console every frame
* fix: auto-create tags and remove deprecated manage_gameobject actions
- ManageGameObject.cs: Check tag existence before setting; auto-create
undefined tags using InternalEditorUtility.AddTag() instead of relying
on exception handling (Unity logs warning, doesn't throw)
- manage_gameobject.py: Remove deprecated actions (find, get_components,
add_component, remove_component, set_component_property, get_component)
from Literal type - these are now handled by find_gameobjects and
manage_components tools
- Update test suite and unit tests to reflect new auto-create behavior
* fix: address code review feedback
Bug fixes:
- Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload)
- Fix property lookup to try both original and normalized names for backwards compat
- Remove dead code for deprecated 'find' action validation
- Update error message to list only valid actions
Improvements:
- Add destructiveHint=True to manage_shader tool
- Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors
- Consolidate PropertyConversion exception handlers to single catch block
- Add tag existence assertion and cleanup in tag auto-creation tests
Test fixes:
- Update SetComponentProperties_ContinuesAfterException log regex for new error format
- Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
return Helpers . UnityTypeResolver . ResolveAny ( typeName ) ;
2025-12-29 12:15:50 +08:00
}
}
}