feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
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using System;
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using Newtonsoft.Json.Linq;
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using NUnit.Framework;
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using UnityEngine;
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using MCPForUnity.Editor.Tools;
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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
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using static MCPForUnityTests.Editor.TestUtilities;
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feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
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namespace MCPForUnityTests.Editor.Tools
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{
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public class ReadConsoleTests
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{
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[Test]
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public void HandleCommand_Clear_Works()
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{
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// Arrange
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// Ensure there's something to clear
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Debug.Log("Log to clear");
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// Verify content exists before clear
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2026-01-05 06:46:52 +08:00
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var getBefore = ToJObject(ReadConsole.HandleCommand(new JObject { ["action"] = "get", ["types"] = new JArray { "error", "warning", "log" }, ["count"] = 10 }));
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feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
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Assert.IsTrue(getBefore.Value<bool>("success"), getBefore.ToString());
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var entriesBefore = getBefore["data"] as JArray;
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// Ideally we'd assert count > 0, but other tests/system logs might affect this.
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// Just ensuring the call doesn't fail is a baseline, but let's try to be stricter if possible.
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// Since we just logged, there should be at least one entry.
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Assert.IsTrue(entriesBefore != null && entriesBefore.Count > 0, "Setup failed: console should have logs.");
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// Act
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var result = ToJObject(ReadConsole.HandleCommand(new JObject { ["action"] = "clear" }));
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// Assert
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Assert.IsTrue(result.Value<bool>("success"), result.ToString());
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// Verify clear effect
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2026-01-05 06:46:52 +08:00
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var getAfter = ToJObject(ReadConsole.HandleCommand(new JObject { ["action"] = "get", ["types"] = new JArray { "error", "warning", "log" }, ["count"] = 10 }));
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feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
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Assert.IsTrue(getAfter.Value<bool>("success"), getAfter.ToString());
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var entriesAfter = getAfter["data"] as JArray;
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Assert.IsTrue(entriesAfter == null || entriesAfter.Count == 0, "Console should be empty after clear.");
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}
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[Test]
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public void HandleCommand_Get_Works()
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{
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// Arrange
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string uniqueMessage = $"Test Log Message {Guid.NewGuid()}";
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Debug.Log(uniqueMessage);
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var paramsObj = new JObject
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{
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["action"] = "get",
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2026-01-05 06:46:52 +08:00
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["types"] = new JArray { "error", "warning", "log" },
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["format"] = "detailed",
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feat: Add `manage_material` tool for dedicated material manipulation (#440)
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
2025-12-08 11:39:52 +08:00
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["count"] = 1000 // Fetch enough to likely catch our message
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};
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// Act
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var result = ToJObject(ReadConsole.HandleCommand(paramsObj));
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// Assert
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Assert.IsTrue(result.Value<bool>("success"), result.ToString());
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var data = result["data"] as JArray;
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Assert.IsNotNull(data, "Data array should not be null.");
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Assert.IsTrue(data.Count > 0, "Should retrieve at least one log entry.");
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// Verify content
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bool found = false;
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foreach (var entry in data)
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{
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if (entry["message"]?.ToString().Contains(uniqueMessage) == true)
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{
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found = true;
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break;
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}
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}
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Assert.IsTrue(found, $"The unique log message '{uniqueMessage}' was not found in retrieved logs.");
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}
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}
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}
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