unity-mcp/MCPForUnity/Editor/Tools/FindGameObjects.cs

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🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type ## Updated - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
using System.Collections.Generic;
using System.Linq;
using MCPForUnity.Editor.Helpers;
using Newtonsoft.Json.Linq;
using UnityEngine;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Tool for searching GameObjects in the scene.
/// Returns only instance IDs with pagination support.
///
/// This is a focused search tool that returns lightweight results (IDs only).
/// For detailed GameObject data, use the unity://scene/gameobject/{id} resource.
/// </summary>
[McpForUnityTool("find_gameobjects")]
public static class FindGameObjects
{
/// <summary>
/// Handles the find_gameobjects command.
/// </summary>
/// <param name="params">Command parameters</param>
/// <returns>Paginated list of instance IDs</returns>
public static object HandleCommand(JObject @params)
{
if (@params == null)
{
return new ErrorResponse("Parameters cannot be null.");
}
// Parse search parameters
string searchMethod = ParamCoercion.CoerceString(@params["searchMethod"] ?? @params["search_method"], "by_name");
string searchTerm = ParamCoercion.CoerceString(@params["searchTerm"] ?? @params["search_term"] ?? @params["target"], null);
if (string.IsNullOrEmpty(searchTerm))
{
return new ErrorResponse("'searchTerm' or 'target' parameter is required.");
}
// Pagination parameters
int pageSize = ParamCoercion.CoerceInt(@params["pageSize"] ?? @params["page_size"], 50);
int cursor = ParamCoercion.CoerceInt(@params["cursor"], 0);
// Search options
bool includeInactive = ParamCoercion.CoerceBool(@params["includeInactive"] ?? @params["searchInactive"] ?? @params["include_inactive"], false);
// Validate pageSize bounds
pageSize = Mathf.Clamp(pageSize, 1, 500);
try
{
// Get all matching instance IDs
var allIds = GameObjectLookup.SearchGameObjects(searchMethod, searchTerm, includeInactive, 0);
int totalCount = allIds.Count;
// Apply pagination
var pagedIds = allIds.Skip(cursor).Take(pageSize).ToList();
// Calculate next cursor
int? nextCursor = cursor + pagedIds.Count < totalCount ? cursor + pagedIds.Count : (int?)null;
return new
{
success = true,
data = new
{
instanceIDs = pagedIds,
pageSize = pageSize,
cursor = cursor,
nextCursor = nextCursor,
totalCount = totalCount,
hasMore = nextCursor.HasValue
}
};
}
catch (System.Exception ex)
{
Debug.LogError($"[FindGameObjects] Error searching GameObjects: {ex.Message}");
return new ErrorResponse($"Error searching GameObjects: {ex.Message}");
}
}
}
}