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

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🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
using System;
using MCPForUnity.Editor.Helpers;
🔧 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
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEngine;
namespace MCPForUnity.Editor.Helpers
{
/// <summary>
/// Resolves Unity Objects by instruction (handles GameObjects, Components, Assets).
/// Extracted from ManageGameObject to eliminate cross-tool dependencies.
/// </summary>
public static class ObjectResolver
{
/// <summary>
/// Resolves any Unity Object by instruction.
/// </summary>
/// <typeparam name="T">The type of Unity Object to resolve</typeparam>
/// <param name="instruction">JObject with "find" (required), "method" (optional), "component" (optional)</param>
/// <returns>The resolved object, or null if not found</returns>
public static T Resolve<T>(JObject instruction) where T : UnityEngine.Object
{
return Resolve(instruction, typeof(T)) as T;
}
/// <summary>
/// Resolves any Unity Object by instruction.
/// </summary>
/// <param name="instruction">JObject with "find" (required), "method" (optional), "component" (optional)</param>
/// <param name="targetType">The type of Unity Object to resolve</param>
/// <returns>The resolved object, or null if not found</returns>
public static UnityEngine.Object Resolve(JObject instruction, Type targetType)
{
if (instruction == null)
return null;
string findTerm = instruction["find"]?.ToString();
string method = instruction["method"]?.ToString()?.ToLower();
string componentName = instruction["component"]?.ToString();
if (string.IsNullOrEmpty(findTerm))
{
McpLog.Warn("[ObjectResolver] Find instruction missing 'find' term.");
🔧 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 null;
}
// Use a flexible default search method if none provided
string searchMethodToUse = string.IsNullOrEmpty(method) ? "by_id_or_name_or_path" : method;
// --- Asset Search ---
// Normalize path separators before checking asset paths
string normalizedPath = AssetPathUtility.NormalizeSeparators(findTerm);
// If the target is an asset type, try AssetDatabase first
if (IsAssetType(targetType) ||
(typeof(GameObject).IsAssignableFrom(targetType) && normalizedPath.StartsWith("Assets/")))
{
UnityEngine.Object asset = TryLoadAsset(normalizedPath, targetType);
if (asset != null)
return asset;
// If still not found, fall through to scene search
}
// --- Scene Object Search ---
GameObject foundGo = GameObjectLookup.FindByTarget(new JValue(findTerm), searchMethodToUse, includeInactive: false);
if (foundGo == null)
{
return null;
}
// Get the target object/component from the found GameObject
if (targetType == typeof(GameObject))
{
return foundGo;
}
else if (typeof(Component).IsAssignableFrom(targetType))
{
Type componentToGetType = targetType;
if (!string.IsNullOrEmpty(componentName))
{
Type specificCompType = GameObjectLookup.FindComponentType(componentName);
if (specificCompType != null && typeof(Component).IsAssignableFrom(specificCompType))
{
componentToGetType = specificCompType;
}
else
{
McpLog.Warn($"[ObjectResolver] Could not find component type '{componentName}'. Falling back to target type '{targetType.Name}'.");
🔧 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
}
}
Component foundComp = foundGo.GetComponent(componentToGetType);
if (foundComp == null)
{
McpLog.Warn($"[ObjectResolver] Found GameObject '{foundGo.name}' but could not find component of type '{componentToGetType.Name}'.");
🔧 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 foundComp;
}
else
{
McpLog.Warn($"[ObjectResolver] Find instruction handling not implemented for target type: {targetType.Name}");
🔧 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 null;
}
}
/// <summary>
/// Convenience method to resolve a GameObject.
/// </summary>
public static GameObject ResolveGameObject(JToken target, string searchMethod = null)
{
if (target == null)
return null;
// If target is a simple value, use GameObjectLookup directly
if (target.Type != JTokenType.Object)
{
return GameObjectLookup.FindByTarget(target, searchMethod ?? "by_id_or_name_or_path");
}
// If target is an instruction object
var instruction = target as JObject;
if (instruction != null)
{
return Resolve<GameObject>(instruction);
}
return null;
}
/// <summary>
/// Convenience method to resolve a Material.
/// </summary>
public static Material ResolveMaterial(string pathOrName)
{
if (string.IsNullOrEmpty(pathOrName))
return null;
var instruction = new JObject { ["find"] = pathOrName };
return Resolve<Material>(instruction);
}
/// <summary>
/// Convenience method to resolve a Texture.
/// </summary>
public static Texture ResolveTexture(string pathOrName)
{
if (string.IsNullOrEmpty(pathOrName))
return null;
var instruction = new JObject { ["find"] = pathOrName };
return Resolve<Texture>(instruction);
}
// --- Private Helpers ---
private static bool IsAssetType(Type type)
{
return typeof(Material).IsAssignableFrom(type) ||
typeof(Texture).IsAssignableFrom(type) ||
typeof(ScriptableObject).IsAssignableFrom(type) ||
type.FullName?.StartsWith("UnityEngine.U2D") == true ||
typeof(AudioClip).IsAssignableFrom(type) ||
typeof(AnimationClip).IsAssignableFrom(type) ||
typeof(Font).IsAssignableFrom(type) ||
typeof(Shader).IsAssignableFrom(type) ||
typeof(ComputeShader).IsAssignableFrom(type);
}
private static UnityEngine.Object TryLoadAsset(string findTerm, Type targetType)
{
// Try loading directly by path first
UnityEngine.Object asset = AssetDatabase.LoadAssetAtPath(findTerm, targetType);
if (asset != null)
return asset;
// Try generic load if type-specific failed
asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(findTerm);
if (asset != null && targetType.IsAssignableFrom(asset.GetType()))
return asset;
// Try finding by name/type using FindAssets
string searchFilter = $"t:{targetType.Name} {System.IO.Path.GetFileNameWithoutExtension(findTerm)}";
string[] guids = AssetDatabase.FindAssets(searchFilter);
if (guids.Length == 1)
{
asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guids[0]), targetType);
if (asset != null)
return asset;
}
else if (guids.Length > 1)
{
McpLog.Warn($"[ObjectResolver] Ambiguous asset find: Found {guids.Length} assets matching filter '{searchFilter}'. Provide a full path or unique name.");
🔧 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 null;
}
return null;
}
}
}