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unity-mcp
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UnityMCPTests
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CustomComponent.cs.meta
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feat: implement robust ComponentResolver for assembly definitions - Replace Assembly.LoadFrom with already-loaded assembly search - Prioritize Player assemblies over Editor assemblies using CompilationPipeline - Support both short names and fully-qualified component names - Add comprehensive caching and error handling with disambiguation - Use Undo.AddComponent for proper editor integration - Handle ReflectionTypeLoadException safely during type enumeration - Add fallback to TypeCache for comprehensive type discovery in Editor Fixes component resolution across custom assembly definitions and eliminates "Could not load the file 'Assembly-CSharp-Editor'" errors. Tested with: - Built-in Unity components (Rigidbody, MeshRenderer, AudioSource) - Custom user scripts in Assembly-CSharp (TicTacToe3D) - Custom assembly definition components (TestNamespace.CustomComponent) - Error handling for non-existent components 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 09:45:30 +08:00
fileFormatVersion: 2
fix: address CodeRabbit and Greptile feedback CodeRabbit fixes: - Fix Python test assertions to use assert instead of print/return - Update version consistency: server_version.txt from 3.2.0 to 3.3.0 - Assembly definition references already correctly configured Greptile style fixes: - Add missing newlines at end of Unity meta files and source files - Fix test logic assumptions: use GreaterOrEqual instead of exact counts - Make test assertions more robust for fuzzy matching algorithms 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-04 07:37:45 +08:00
guid: 78ee39b9744834fe390a4c7c5634eb5a