v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Helpers;
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using UnityEngine;
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using UnityEditor;
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#if UNITY_VFX_GRAPH //Please enable the symbol in the project settings for VisualEffectGraph to work
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using UnityEngine.VFX;
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#endif
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namespace MCPForUnity.Editor.Tools.Vfx
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{
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/// <summary>
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/// Tool for managing Unity VFX components:
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/// - ParticleSystem (legacy particle effects)
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/// - Visual Effect Graph (modern GPU particles, currently only support HDRP, other SRPs may not work)
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/// - LineRenderer (lines, bezier curves, shapes)
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/// - TrailRenderer (motion trails)
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2026-01-26 08:34:28 +08:00
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///
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/// COMPONENT REQUIREMENTS:
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/// - particle_* actions require ParticleSystem component on target GameObject
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/// - vfx_* actions require VisualEffect component (+ com.unity.visualeffectgraph package)
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/// - line_* actions require LineRenderer component
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/// - trail_* actions require TrailRenderer component
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///
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/// TARGETING:
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/// Use 'target' parameter with optional 'searchMethod':
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/// - by_name (default): "Fire" finds first GameObject named "Fire"
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/// - by_path: "Effects/Fire" finds GameObject at hierarchy path
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/// - by_id: "12345" finds GameObject by instance ID (most reliable)
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/// - by_tag: "Enemy" finds first GameObject with tag
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///
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/// AUTOMATIC MATERIAL ASSIGNMENT:
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/// VFX components (ParticleSystem, LineRenderer, TrailRenderer) automatically receive
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/// appropriate default materials based on the active rendering pipeline when no material
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/// is explicitly specified:
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/// - Built-in Pipeline: Uses Unity's built-in Default-Particle.mat and Default-Line.mat
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/// - URP/HDRP: Creates materials with pipeline-appropriate unlit shaders
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/// - Materials are cached to avoid recreation
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/// - Explicit materialPath parameter always overrides auto-assignment
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/// - Auto-assigned materials are logged for transparency
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///
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/// AVAILABLE ACTIONS:
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///
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/// ParticleSystem (particle_*):
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/// - particle_get_info: Get system info and current state
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/// - particle_set_main: Set main module (duration, looping, startLifetime, startSpeed, startSize, startColor, gravityModifier, maxParticles, simulationSpace, playOnAwake, etc.)
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/// - particle_set_emission: Set emission module (rateOverTime, rateOverDistance)
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/// - particle_set_shape: Set shape module (shapeType, radius, angle, arc, position, rotation, scale)
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/// - particle_set_color_over_lifetime: Set color gradient over particle lifetime
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/// - particle_set_size_over_lifetime: Set size curve over particle lifetime
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/// - particle_set_velocity_over_lifetime: Set velocity (x, y, z, speedModifier, space)
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/// - particle_set_noise: Set noise turbulence (strength, frequency, scrollSpeed, damping, octaveCount, quality)
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/// - particle_set_renderer: Set renderer (renderMode, material, sortMode, minParticleSize, maxParticleSize, etc.)
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/// - particle_enable_module: Enable/disable modules by name
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/// - particle_play/stop/pause/restart/clear: Playback control (withChildren optional)
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/// - particle_add_burst: Add emission burst (time, count, cycles, interval, probability)
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/// - particle_clear_bursts: Clear all bursts
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///
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/// Visual Effect Graph (vfx_*):
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/// Asset Management:
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/// - vfx_create_asset: Create new VFX asset file (assetName, folderPath, template, overwrite)
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/// - vfx_assign_asset: Assign VFX asset to VisualEffect component (target, assetPath)
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/// - vfx_list_templates: List available VFX templates in project and packages
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/// - vfx_list_assets: List all VFX assets (folder, search filters)
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/// Runtime Control:
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/// - vfx_get_info: Get VFX info including exposed parameters
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/// - vfx_set_float/int/bool: Set exposed scalar parameters (parameter, value)
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/// - vfx_set_vector2/vector3/vector4: Set exposed vector parameters (parameter, value as array)
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/// - vfx_set_color: Set exposed color (parameter, color as [r,g,b,a])
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/// - vfx_set_gradient: Set exposed gradient (parameter, gradient)
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/// - vfx_set_texture: Set exposed texture (parameter, texturePath)
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/// - vfx_set_mesh: Set exposed mesh (parameter, meshPath)
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/// - vfx_set_curve: Set exposed animation curve (parameter, curve)
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/// - vfx_send_event: Send event with attributes (eventName, position, velocity, color, size, lifetime)
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/// - vfx_play/stop/pause/reinit: Playback control
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/// - vfx_set_playback_speed: Set playback speed multiplier (playRate)
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/// - vfx_set_seed: Set random seed (seed, resetSeedOnPlay)
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///
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/// LineRenderer (line_*):
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/// - line_get_info: Get line info (position count, width, color, etc.)
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/// - line_set_positions: Set all positions (positions as [[x,y,z], ...])
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/// - line_add_position: Add position at end (position as [x,y,z])
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/// - line_set_position: Set specific position (index, position)
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/// - line_set_width: Set width (width, startWidth, endWidth, widthCurve, widthMultiplier)
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/// - line_set_color: Set color (color, gradient, startColor, endColor)
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/// - line_set_material: Set material (materialPath)
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/// - line_set_properties: Set renderer properties (loop, useWorldSpace, alignment, textureMode, numCornerVertices, numCapVertices, etc.)
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/// - line_clear: Clear all positions
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/// Shape Creation:
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/// - line_create_line: Create simple line (start, end, segments)
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/// - line_create_circle: Create circle (center, radius, segments, normal)
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/// - line_create_arc: Create arc (center, radius, startAngle, endAngle, segments, normal)
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/// - line_create_bezier: Create Bezier curve (start, end, controlPoint1, controlPoint2, segments)
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///
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/// TrailRenderer (trail_*):
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/// - trail_get_info: Get trail info
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/// - trail_set_time: Set trail duration (time)
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/// - trail_set_width: Set width (width, startWidth, endWidth, widthCurve, widthMultiplier)
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/// - trail_set_color: Set color (color, gradient, startColor, endColor)
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/// - trail_set_material: Set material (materialPath)
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/// - trail_set_properties: Set properties (minVertexDistance, autodestruct, emitting, alignment, textureMode, etc.)
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/// - trail_clear: Clear trail
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/// - trail_emit: Emit point at current position (Unity 2021.1+)
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///
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/// COMMON PARAMETERS:
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/// - target (string): GameObject identifier
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/// - searchMethod (string): "by_id" | "by_name" | "by_path" | "by_tag" | "by_layer"
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/// - materialPath (string): Asset path to material (e.g., "Assets/Materials/Fire.mat")
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/// - color (array): Color as [r, g, b, a] with values 0-1
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/// - position (array): 3D position as [x, y, z]
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/// - gradient (object): {colorKeys: [{color: [r,g,b,a], time: 0-1}], alphaKeys: [{alpha: 0-1, time: 0-1}]}
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/// - curve (object): {keys: [{time: 0-1, value: number, inTangent: number, outTangent: number}]}
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///
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/// For full parameter details, refer to Unity documentation for each component type.
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
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/// </summary>
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[McpForUnityTool("manage_vfx", AutoRegister = false)]
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public static class ManageVFX
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{
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2026-01-26 08:34:28 +08:00
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private static readonly Dictionary<string, string> ParamAliases = new Dictionary<string, string>(StringComparer.OrdinalIgnoreCase)
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{
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{ "size_over_lifetime", "size" },
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|
|
{ "start_color_line", "startColor" },
|
|
|
|
|
{ "sorting_layer_id", "sortingLayerID" },
|
|
|
|
|
{ "material", "materialPath" },
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
private static JObject NormalizeParams(JObject source)
|
|
|
|
|
{
|
|
|
|
|
if (source == null)
|
|
|
|
|
{
|
|
|
|
|
return new JObject();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var normalized = new JObject();
|
|
|
|
|
var properties = ExtractProperties(source);
|
|
|
|
|
if (properties != null)
|
|
|
|
|
{
|
|
|
|
|
foreach (var prop in properties.Properties())
|
|
|
|
|
{
|
|
|
|
|
normalized[NormalizeKey(prop.Name, true)] = NormalizeToken(prop.Value);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
foreach (var prop in source.Properties())
|
|
|
|
|
{
|
|
|
|
|
if (string.Equals(prop.Name, "properties", StringComparison.OrdinalIgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
normalized[NormalizeKey(prop.Name, true)] = NormalizeToken(prop.Value);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return normalized;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static JObject ExtractProperties(JObject source)
|
|
|
|
|
{
|
|
|
|
|
if (source == null)
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!source.TryGetValue("properties", StringComparison.OrdinalIgnoreCase, out var token))
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (token == null || token.Type == JTokenType.Null)
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (token is JObject obj)
|
|
|
|
|
{
|
|
|
|
|
return obj;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (token.Type == JTokenType.String)
|
|
|
|
|
{
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
return JToken.Parse(token.ToString()) as JObject;
|
|
|
|
|
}
|
|
|
|
|
catch (JsonException ex)
|
|
|
|
|
{
|
|
|
|
|
throw new JsonException(
|
|
|
|
|
$"Failed to parse 'properties' JSON string. Raw value: {token}",
|
|
|
|
|
ex);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static string NormalizeKey(string key, bool allowAliases)
|
|
|
|
|
{
|
|
|
|
|
if (string.IsNullOrEmpty(key))
|
|
|
|
|
{
|
|
|
|
|
return key;
|
|
|
|
|
}
|
|
|
|
|
if (string.Equals(key, "action", StringComparison.OrdinalIgnoreCase))
|
|
|
|
|
{
|
|
|
|
|
return "action";
|
|
|
|
|
}
|
|
|
|
|
if (allowAliases && ParamAliases.TryGetValue(key, out var alias))
|
|
|
|
|
{
|
|
|
|
|
return alias;
|
|
|
|
|
}
|
|
|
|
|
if (key.IndexOf('_') >= 0)
|
|
|
|
|
{
|
|
|
|
|
return ToCamelCase(key);
|
|
|
|
|
}
|
|
|
|
|
return key;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static JToken NormalizeToken(JToken token)
|
|
|
|
|
{
|
|
|
|
|
if (token == null)
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (token is JObject obj)
|
|
|
|
|
{
|
|
|
|
|
var normalized = new JObject();
|
|
|
|
|
foreach (var prop in obj.Properties())
|
|
|
|
|
{
|
|
|
|
|
normalized[NormalizeKey(prop.Name, false)] = NormalizeToken(prop.Value);
|
|
|
|
|
}
|
|
|
|
|
return normalized;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (token is JArray array)
|
|
|
|
|
{
|
|
|
|
|
var normalized = new JArray();
|
|
|
|
|
foreach (var item in array)
|
|
|
|
|
{
|
|
|
|
|
normalized.Add(NormalizeToken(item));
|
|
|
|
|
}
|
|
|
|
|
return normalized;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return token;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static string ToCamelCase(string key)
|
|
|
|
|
{
|
|
|
|
|
if (string.IsNullOrEmpty(key) || key.IndexOf('_') < 0)
|
|
|
|
|
{
|
|
|
|
|
return key;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var parts = key.Split('_');
|
|
|
|
|
if (parts.Length == 0)
|
|
|
|
|
{
|
|
|
|
|
return key;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var first = parts[0];
|
|
|
|
|
var rest = string.Concat(parts.Skip(1).Select(part =>
|
|
|
|
|
string.IsNullOrEmpty(part) ? "" : char.ToUpperInvariant(part[0]) + part.Substring(1)));
|
|
|
|
|
return first + rest;
|
|
|
|
|
}
|
|
|
|
|
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
public static object HandleCommand(JObject @params)
|
|
|
|
|
{
|
2026-01-26 08:34:28 +08:00
|
|
|
JObject normalizedParams = NormalizeParams(@params);
|
|
|
|
|
string action = normalizedParams["action"]?.ToString();
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
if (string.IsNullOrEmpty(action))
|
|
|
|
|
{
|
|
|
|
|
return new { success = false, message = "Action is required" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
string actionLower = action.ToLowerInvariant();
|
|
|
|
|
|
|
|
|
|
// Route to appropriate handler based on action prefix
|
|
|
|
|
if (actionLower == "ping")
|
|
|
|
|
{
|
|
|
|
|
return new { success = true, tool = "manage_vfx", components = new[] { "ParticleSystem", "VisualEffect", "LineRenderer", "TrailRenderer" } };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ParticleSystem actions (particle_*)
|
|
|
|
|
if (actionLower.StartsWith("particle_"))
|
|
|
|
|
{
|
2026-01-26 08:34:28 +08:00
|
|
|
return HandleParticleSystemAction(normalizedParams, actionLower.Substring(9));
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// VFX Graph actions (vfx_*)
|
|
|
|
|
if (actionLower.StartsWith("vfx_"))
|
|
|
|
|
{
|
2026-01-26 08:34:28 +08:00
|
|
|
return HandleVFXGraphAction(normalizedParams, actionLower.Substring(4));
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// LineRenderer actions (line_*)
|
|
|
|
|
if (actionLower.StartsWith("line_"))
|
|
|
|
|
{
|
2026-01-26 08:34:28 +08:00
|
|
|
return HandleLineRendererAction(normalizedParams, actionLower.Substring(5));
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// TrailRenderer actions (trail_*)
|
|
|
|
|
if (actionLower.StartsWith("trail_"))
|
|
|
|
|
{
|
2026-01-26 08:34:28 +08:00
|
|
|
return HandleTrailRendererAction(normalizedParams, actionLower.Substring(6));
|
v9 pre-release pruning (#528)
* refactor: Split ParseColorOrDefault into two overloads and change default to Color.white
* Auto-format Python code
* Remove unused Python module
* Refactored VFX functionality into multiple files
Tested everything, works like a charm
* Rename ManageVfx folder to just Vfx
We know what it's managing
* Clean up whitespace on plugin tools and resources
* Make ManageGameObject less of a monolith by splitting it out into different files
* Remove obsolete FindObjectByInstruction method
We also update the namespace for ManageVFX
* refactor: Consolidate editor state resources into single canonical implementation
Merged EditorStateV2 into EditorState, making get_editor_state the canonical resource. Updated Unity C# to use EditorStateCache directly. Enhanced Python implementation with advice/staleness enrichment, external changes detection, and instance ID inference. Removed duplicate EditorStateV2 resource and legacy fallback mapping.
* Validate editor state with Pydantic models in both C# and Python
Added strongly-typed Pydantic models for EditorStateV2 schema in Python and corresponding C# classes with JsonProperty attributes. Updated C# to serialize using typed classes instead of anonymous objects. Python now validates the editor state payload before returning it, catching schema mismatches early.
* Consolidate run_tests and run_tests_async into single async implementation
Merged run_tests_async into run_tests, making async job-based execution the default behavior. Removed synchronous blocking test execution. Updated RunTests.cs to start test jobs immediately and return job_id for polling. Changed TestJobManager methods to internal visibility. Updated README to reflect single run_tests_async tool. Python implementation now uses async job pattern exclusively.
* Validate test job responses with Pydantic models in Python
* Change resources URI from unity:// to mcpforunity://
It should reduce conflicts with other Unity MCPs that users try, and to comply with Unity's requests regarding use of their company and product name
* Update README with all tools + better listing for resources
* Update other references to resources
* Updated translated doc - unfortunately I cannot verify
* Update the Chinese translation of the dev docks
* Change menu item from Setup Window to Local Setup Window
We now differentiate whether it's HTTP local or remote
* Fix URIs for menu items and tests
* Shouldn't have removed it
* Minor edits from CodeRabbit feedback
* Don't use reflection which takes longer
* Fix failing python tests
* Add serialization helpers for ParticleSystem curves and MinMaxCurve types
Added SerializeAnimationCurve and SerializeMinMaxCurve helper methods to properly serialize Unity's curve types. Updated GetInfo to use these helpers for startLifetime, startSpeed, startSize, gravityModifier, and rateOverTime instead of only reading constant values.
* Use ctx param
* Update Server/src/services/tools/run_tests.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Minor fixes
* Rename anything EditorStateV2 to just EditorState
It's the default, there's no old version
* Make infer_single_instance_id public by removing underscore prefix
* Fix Python tests, again
* Replace AI generated .meta files with actual Unity ones
* ## Pre-Launch Enhancements: Testing Infrastructure & Tool Improvements (#8)
* Add local test harness for fast developer iteration
Scripts for running the NL/T/GO test suites locally against a GUI Unity
Editor, complementing the CI workflows in .github/workflows/.
Benefits:
- 10-100x faster than CI (no Docker startup)
- Real-time Unity console debugging
- Single test execution for rapid iteration
- Auto-detects HTTP vs stdio transport
Usage:
./scripts/local-test/setup.sh # One-time setup
./scripts/local-test/quick-test.sh NL-0 # Run single test
./scripts/local-test/run-nl-suite-local.sh # Full suite
See scripts/local-test/README.md for details.
Also updated .gitignore to:
- Allow scripts/local-test/ to be tracked
- Ignore generated artifacts (reports/*.xml, .claude/local/, .unity-mcp/)
* Fix issue #525: Save dirty scenes for all test modes
Move SaveDirtyScenesIfNeeded() call outside the PlayMode conditional
so EditMode tests don't get blocked by Unity's "Save Scene" modal dialog.
This prevents MCP from timing out when running EditMode tests with unsaved
scene changes.
* fix: add missing FAST_FAIL_TIMEOUT constant in PluginHub
The FAST_FAIL_TIMEOUT class attribute was referenced on line 149 but never
defined, causing AttributeError on every ping attempt. This error was silently
caught by the broad 'except Exception' handler, causing all fast-fail commands
(read_console, get_editor_state, ping) to fail after 6 seconds of retries with
'ping not answered' error.
Added FAST_FAIL_TIMEOUT = 10 to define a 10-second timeout for fast-fail
commands, matching the intent of the existing fast-fail infrastructure.
* feat(ScriptableObject): enhance dry-run validation for AnimationCurve and Quaternion
Dry-run validation now validates value formats, not just property existence:
- AnimationCurve: Validates structure ({keys:[...]} or direct array), checks
each keyframe is an object, validates numeric fields (time, value, inSlope,
outSlope, inWeight, outWeight) and integer fields (weightedMode)
- Quaternion: Validates array length (3 for Euler, 4 for raw) or object
structure ({x,y,z,w} or {euler:[x,y,z]}), ensures all components are numeric
Refactored shared validation helpers into appropriate locations:
- ParamCoercion: IsNumericToken, ValidateNumericField, ValidateIntegerField
- VectorParsing: ValidateAnimationCurveFormat, ValidateQuaternionFormat
Added comprehensive XML documentation clarifying keyframe field defaults
(all default to 0 except as noted).
Added 5 new dry-run validation tests covering valid and invalid formats
for both AnimationCurve and Quaternion properties.
* test: fix integration tests after merge
- test_refresh_unity_retry_recovery: Mock now handles both refresh_unity and
get_editor_state commands (refresh_unity internally calls get_editor_state
when wait_for_ready=True)
- test_run_tests_async_forwards_params: Mock response now includes required
'mode' field for RunTestsStartResponse Pydantic validation
- test_get_test_job_forwards_job_id: Updated to handle GetTestJobResponse as
Pydantic model instead of dict (use model_dump() for assertions)
* Update warning message to apply to all test modes
Follow-up to PR #527: Since SaveDirtyScenesIfNeeded() now runs for all test modes, update the warning message to say 'tests' instead of 'PlayMode tests'.
* feat(run_tests): add wait_timeout to get_test_job to avoid client loop detection
When polling for test completion, MCP clients like Cursor can detect the
repeated get_test_job calls as 'looping' and terminate the agent.
Added wait_timeout parameter that makes the server wait internally for tests
to complete (polling Unity every 2s) before returning. This dramatically
reduces client-side tool calls from 10-20 down to 1-2, avoiding loop detection.
Usage: get_test_job(job_id='xxx', wait_timeout=30)
- Returns immediately if tests complete within timeout
- Returns current status if timeout expires (client can call again)
- Recommended: 30-60 seconds
* fix: use Pydantic attribute access in test_run_tests_async for merge compatibility
* revert: remove local test harness - will be submitted in separate PR
---------
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: dsarno <david@lighthaus.us>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-08 06:51:51 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new { success = false, message = $"Unknown action: {action}. Actions must be prefixed with: particle_, vfx_, line_, or trail_" };
|
|
|
|
|
}
|
|
|
|
|
catch (Exception ex)
|
|
|
|
|
{
|
|
|
|
|
return new { success = false, message = ex.Message, stackTrace = ex.StackTrace };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object HandleParticleSystemAction(JObject @params, string action)
|
|
|
|
|
{
|
|
|
|
|
switch (action)
|
|
|
|
|
{
|
|
|
|
|
case "get_info": return ParticleRead.GetInfo(@params);
|
|
|
|
|
case "set_main": return ParticleWrite.SetMain(@params);
|
|
|
|
|
case "set_emission": return ParticleWrite.SetEmission(@params);
|
|
|
|
|
case "set_shape": return ParticleWrite.SetShape(@params);
|
|
|
|
|
case "set_color_over_lifetime": return ParticleWrite.SetColorOverLifetime(@params);
|
|
|
|
|
case "set_size_over_lifetime": return ParticleWrite.SetSizeOverLifetime(@params);
|
|
|
|
|
case "set_velocity_over_lifetime": return ParticleWrite.SetVelocityOverLifetime(@params);
|
|
|
|
|
case "set_noise": return ParticleWrite.SetNoise(@params);
|
|
|
|
|
case "set_renderer": return ParticleWrite.SetRenderer(@params);
|
|
|
|
|
case "enable_module": return ParticleControl.EnableModule(@params);
|
|
|
|
|
case "play": return ParticleControl.Control(@params, "play");
|
|
|
|
|
case "stop": return ParticleControl.Control(@params, "stop");
|
|
|
|
|
case "pause": return ParticleControl.Control(@params, "pause");
|
|
|
|
|
case "restart": return ParticleControl.Control(@params, "restart");
|
|
|
|
|
case "clear": return ParticleControl.Control(@params, "clear");
|
|
|
|
|
case "add_burst": return ParticleControl.AddBurst(@params);
|
|
|
|
|
case "clear_bursts": return ParticleControl.ClearBursts(@params);
|
|
|
|
|
default:
|
|
|
|
|
return new { success = false, message = $"Unknown particle action: {action}. Valid: get_info, set_main, set_emission, set_shape, set_color_over_lifetime, set_size_over_lifetime, set_velocity_over_lifetime, set_noise, set_renderer, enable_module, play, stop, pause, restart, clear, add_burst, clear_bursts" };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// ==================== VFX GRAPH ====================
|
|
|
|
|
#region VFX Graph
|
|
|
|
|
|
|
|
|
|
private static object HandleVFXGraphAction(JObject @params, string action)
|
|
|
|
|
{
|
|
|
|
|
#if !UNITY_VFX_GRAPH
|
|
|
|
|
return new { success = false, message = "VFX Graph package (com.unity.visualeffectgraph) not installed" };
|
|
|
|
|
#else
|
|
|
|
|
switch (action)
|
|
|
|
|
{
|
|
|
|
|
// Asset management
|
|
|
|
|
case "create_asset": return VFXCreateAsset(@params);
|
|
|
|
|
case "assign_asset": return VFXAssignAsset(@params);
|
|
|
|
|
case "list_templates": return VFXListTemplates(@params);
|
|
|
|
|
case "list_assets": return VFXListAssets(@params);
|
|
|
|
|
|
|
|
|
|
// Runtime parameter control
|
|
|
|
|
case "get_info": return VFXGetInfo(@params);
|
|
|
|
|
case "set_float": return VFXSetParameter<float>(@params, (vfx, n, v) => vfx.SetFloat(n, v));
|
|
|
|
|
case "set_int": return VFXSetParameter<int>(@params, (vfx, n, v) => vfx.SetInt(n, v));
|
|
|
|
|
case "set_bool": return VFXSetParameter<bool>(@params, (vfx, n, v) => vfx.SetBool(n, v));
|
|
|
|
|
case "set_vector2": return VFXSetVector(@params, 2);
|
|
|
|
|
case "set_vector3": return VFXSetVector(@params, 3);
|
|
|
|
|
case "set_vector4": return VFXSetVector(@params, 4);
|
|
|
|
|
case "set_color": return VFXSetColor(@params);
|
|
|
|
|
case "set_gradient": return VFXSetGradient(@params);
|
|
|
|
|
case "set_texture": return VFXSetTexture(@params);
|
|
|
|
|
case "set_mesh": return VFXSetMesh(@params);
|
|
|
|
|
case "set_curve": return VFXSetCurve(@params);
|
|
|
|
|
case "send_event": return VFXSendEvent(@params);
|
|
|
|
|
case "play": return VFXControl(@params, "play");
|
|
|
|
|
case "stop": return VFXControl(@params, "stop");
|
|
|
|
|
case "pause": return VFXControl(@params, "pause");
|
|
|
|
|
case "reinit": return VFXControl(@params, "reinit");
|
|
|
|
|
case "set_playback_speed": return VFXSetPlaybackSpeed(@params);
|
|
|
|
|
case "set_seed": return VFXSetSeed(@params);
|
|
|
|
|
default:
|
|
|
|
|
return new { success = false, message = $"Unknown vfx action: {action}. Valid: create_asset, assign_asset, list_templates, list_assets, get_info, set_float, set_int, set_bool, set_vector2/3/4, set_color, set_gradient, set_texture, set_mesh, set_curve, send_event, play, stop, pause, reinit, set_playback_speed, set_seed" };
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if UNITY_VFX_GRAPH
|
|
|
|
|
private static VisualEffect FindVisualEffect(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
GameObject go = ManageVfxCommon.FindTargetGameObject(@params);
|
|
|
|
|
return go?.GetComponent<VisualEffect>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Creates a new VFX Graph asset file from a template
|
|
|
|
|
/// </summary>
|
|
|
|
|
private static object VFXCreateAsset(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
string assetName = @params["assetName"]?.ToString();
|
|
|
|
|
string folderPath = @params["folderPath"]?.ToString() ?? "Assets/VFX";
|
|
|
|
|
string template = @params["template"]?.ToString() ?? "empty";
|
|
|
|
|
|
|
|
|
|
if (string.IsNullOrEmpty(assetName))
|
|
|
|
|
return new { success = false, message = "assetName is required" };
|
|
|
|
|
|
|
|
|
|
// Ensure folder exists
|
|
|
|
|
if (!AssetDatabase.IsValidFolder(folderPath))
|
|
|
|
|
{
|
|
|
|
|
string[] folders = folderPath.Split('/');
|
|
|
|
|
string currentPath = folders[0];
|
|
|
|
|
for (int i = 1; i < folders.Length; i++)
|
|
|
|
|
{
|
|
|
|
|
string newPath = currentPath + "/" + folders[i];
|
|
|
|
|
if (!AssetDatabase.IsValidFolder(newPath))
|
|
|
|
|
{
|
|
|
|
|
AssetDatabase.CreateFolder(currentPath, folders[i]);
|
|
|
|
|
}
|
|
|
|
|
currentPath = newPath;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
string assetPath = $"{folderPath}/{assetName}.vfx";
|
|
|
|
|
|
|
|
|
|
// Check if asset already exists
|
|
|
|
|
if (AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath) != null)
|
|
|
|
|
{
|
|
|
|
|
bool overwrite = @params["overwrite"]?.ToObject<bool>() ?? false;
|
|
|
|
|
if (!overwrite)
|
|
|
|
|
return new { success = false, message = $"Asset already exists at {assetPath}. Set overwrite=true to replace." };
|
|
|
|
|
AssetDatabase.DeleteAsset(assetPath);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Find and copy template
|
|
|
|
|
string templatePath = FindVFXTemplate(template);
|
|
|
|
|
UnityEngine.VFX.VisualEffectAsset newAsset = null;
|
|
|
|
|
|
|
|
|
|
if (!string.IsNullOrEmpty(templatePath) && System.IO.File.Exists(templatePath))
|
|
|
|
|
{
|
|
|
|
|
// templatePath is a full filesystem path, need to copy file directly
|
|
|
|
|
// Get the full destination path
|
|
|
|
|
string projectRoot = System.IO.Path.GetDirectoryName(Application.dataPath);
|
|
|
|
|
string fullDestPath = System.IO.Path.Combine(projectRoot, assetPath);
|
|
|
|
|
|
|
|
|
|
// Ensure directory exists
|
|
|
|
|
string destDir = System.IO.Path.GetDirectoryName(fullDestPath);
|
|
|
|
|
if (!System.IO.Directory.Exists(destDir))
|
|
|
|
|
System.IO.Directory.CreateDirectory(destDir);
|
|
|
|
|
|
|
|
|
|
// Copy the file
|
|
|
|
|
System.IO.File.Copy(templatePath, fullDestPath, true);
|
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
|
newAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Create empty VFX asset using reflection to access internal API
|
|
|
|
|
// Note: Develop in Progress, TODO:// Find authenticated way to create VFX asset
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
// Try to use VisualEffectAssetEditorUtility.CreateNewAsset if available
|
|
|
|
|
var utilityType = System.Type.GetType("UnityEditor.VFX.VisualEffectAssetEditorUtility, Unity.VisualEffectGraph.Editor");
|
|
|
|
|
if (utilityType != null)
|
|
|
|
|
{
|
|
|
|
|
var createMethod = utilityType.GetMethod("CreateNewAsset", BindingFlags.Public | BindingFlags.Static);
|
|
|
|
|
if (createMethod != null)
|
|
|
|
|
{
|
|
|
|
|
createMethod.Invoke(null, new object[] { assetPath });
|
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
|
newAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fallback: Create a ScriptableObject-based asset
|
|
|
|
|
if (newAsset == null)
|
|
|
|
|
{
|
|
|
|
|
// Try direct creation via internal constructor
|
|
|
|
|
var resourceType = System.Type.GetType("UnityEditor.VFX.VisualEffectResource, Unity.VisualEffectGraph.Editor");
|
|
|
|
|
if (resourceType != null)
|
|
|
|
|
{
|
|
|
|
|
var createMethod = resourceType.GetMethod("CreateNewAsset", BindingFlags.Public | BindingFlags.Static | BindingFlags.NonPublic);
|
|
|
|
|
if (createMethod != null)
|
|
|
|
|
{
|
|
|
|
|
var resource = createMethod.Invoke(null, new object[] { assetPath });
|
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
|
newAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
catch (Exception ex)
|
|
|
|
|
{
|
|
|
|
|
return new { success = false, message = $"Failed to create VFX asset: {ex.Message}" };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (newAsset == null)
|
|
|
|
|
{
|
|
|
|
|
return new { success = false, message = "Failed to create VFX asset. Try using a template from list_templates." };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new
|
|
|
|
|
{
|
|
|
|
|
success = true,
|
|
|
|
|
message = $"Created VFX asset: {assetPath}",
|
|
|
|
|
data = new
|
|
|
|
|
{
|
|
|
|
|
assetPath = assetPath,
|
|
|
|
|
assetName = newAsset.name,
|
|
|
|
|
template = template
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Finds VFX template path by name
|
|
|
|
|
/// </summary>
|
|
|
|
|
private static string FindVFXTemplate(string templateName)
|
|
|
|
|
{
|
|
|
|
|
// Get the actual filesystem path for the VFX Graph package using PackageManager API
|
|
|
|
|
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssetPath("Packages/com.unity.visualeffectgraph");
|
|
|
|
|
|
|
|
|
|
var searchPaths = new List<string>();
|
|
|
|
|
|
|
|
|
|
if (packageInfo != null)
|
|
|
|
|
{
|
|
|
|
|
// Use the resolved path from PackageManager (handles Library/PackageCache paths)
|
|
|
|
|
searchPaths.Add(System.IO.Path.Combine(packageInfo.resolvedPath, "Editor/Templates"));
|
|
|
|
|
searchPaths.Add(System.IO.Path.Combine(packageInfo.resolvedPath, "Samples"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Also search project-local paths
|
|
|
|
|
searchPaths.Add("Assets/VFX/Templates");
|
|
|
|
|
|
|
|
|
|
string[] templatePatterns = new[]
|
|
|
|
|
{
|
|
|
|
|
$"{templateName}.vfx",
|
|
|
|
|
$"VFX{templateName}.vfx",
|
|
|
|
|
$"Simple{templateName}.vfx",
|
|
|
|
|
$"{templateName}VFX.vfx"
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
foreach (string basePath in searchPaths)
|
|
|
|
|
{
|
|
|
|
|
if (!System.IO.Directory.Exists(basePath)) continue;
|
|
|
|
|
|
|
|
|
|
foreach (string pattern in templatePatterns)
|
|
|
|
|
{
|
|
|
|
|
string[] files = System.IO.Directory.GetFiles(basePath, pattern, System.IO.SearchOption.AllDirectories);
|
|
|
|
|
if (files.Length > 0)
|
|
|
|
|
return files[0];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Also search by partial match
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
string[] allVfxFiles = System.IO.Directory.GetFiles(basePath, "*.vfx", System.IO.SearchOption.AllDirectories);
|
|
|
|
|
foreach (string file in allVfxFiles)
|
|
|
|
|
{
|
|
|
|
|
if (System.IO.Path.GetFileNameWithoutExtension(file).ToLower().Contains(templateName.ToLower()))
|
|
|
|
|
return file;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
catch { }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Search in project assets
|
|
|
|
|
string[] guids = AssetDatabase.FindAssets("t:VisualEffectAsset " + templateName);
|
|
|
|
|
if (guids.Length > 0)
|
|
|
|
|
{
|
|
|
|
|
return AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Assigns a VFX asset to a VisualEffect component
|
|
|
|
|
/// </summary>
|
|
|
|
|
private static object VFXAssignAsset(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect component not found" };
|
|
|
|
|
|
|
|
|
|
string assetPath = @params["assetPath"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(assetPath))
|
|
|
|
|
return new { success = false, message = "assetPath is required" };
|
|
|
|
|
|
|
|
|
|
// Normalize path
|
|
|
|
|
if (!assetPath.StartsWith("Assets/") && !assetPath.StartsWith("Packages/"))
|
|
|
|
|
assetPath = "Assets/" + assetPath;
|
|
|
|
|
if (!assetPath.EndsWith(".vfx"))
|
|
|
|
|
assetPath += ".vfx";
|
|
|
|
|
|
|
|
|
|
var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath);
|
|
|
|
|
if (asset == null)
|
|
|
|
|
{
|
|
|
|
|
// Try searching by name
|
|
|
|
|
string searchName = System.IO.Path.GetFileNameWithoutExtension(assetPath);
|
|
|
|
|
string[] guids = AssetDatabase.FindAssets($"t:VisualEffectAsset {searchName}");
|
|
|
|
|
if (guids.Length > 0)
|
|
|
|
|
{
|
|
|
|
|
assetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
|
|
|
|
|
asset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(assetPath);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (asset == null)
|
|
|
|
|
return new { success = false, message = $"VFX asset not found: {assetPath}" };
|
|
|
|
|
|
|
|
|
|
Undo.RecordObject(vfx, "Assign VFX Asset");
|
|
|
|
|
vfx.visualEffectAsset = asset;
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new
|
|
|
|
|
{
|
|
|
|
|
success = true,
|
|
|
|
|
message = $"Assigned VFX asset '{asset.name}' to {vfx.gameObject.name}",
|
|
|
|
|
data = new
|
|
|
|
|
{
|
|
|
|
|
gameObject = vfx.gameObject.name,
|
|
|
|
|
assetName = asset.name,
|
|
|
|
|
assetPath = assetPath
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Lists available VFX templates
|
|
|
|
|
/// </summary>
|
|
|
|
|
private static object VFXListTemplates(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
var templates = new List<object>();
|
|
|
|
|
|
|
|
|
|
// Get the actual filesystem path for the VFX Graph package using PackageManager API
|
|
|
|
|
var packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssetPath("Packages/com.unity.visualeffectgraph");
|
|
|
|
|
|
|
|
|
|
var searchPaths = new List<string>();
|
|
|
|
|
|
|
|
|
|
if (packageInfo != null)
|
|
|
|
|
{
|
|
|
|
|
// Use the resolved path from PackageManager (handles Library/PackageCache paths)
|
|
|
|
|
searchPaths.Add(System.IO.Path.Combine(packageInfo.resolvedPath, "Editor/Templates"));
|
|
|
|
|
searchPaths.Add(System.IO.Path.Combine(packageInfo.resolvedPath, "Samples"));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Also search project-local paths
|
|
|
|
|
searchPaths.Add("Assets/VFX/Templates");
|
|
|
|
|
searchPaths.Add("Assets/VFX");
|
|
|
|
|
|
|
|
|
|
// Precompute normalized package path for comparison
|
|
|
|
|
string normalizedPackagePath = null;
|
|
|
|
|
if (packageInfo != null)
|
|
|
|
|
{
|
|
|
|
|
normalizedPackagePath = packageInfo.resolvedPath.Replace("\\", "/");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Precompute the Assets base path for converting absolute paths to project-relative
|
|
|
|
|
string assetsBasePath = Application.dataPath.Replace("\\", "/");
|
|
|
|
|
|
|
|
|
|
foreach (string basePath in searchPaths)
|
|
|
|
|
{
|
|
|
|
|
if (!System.IO.Directory.Exists(basePath)) continue;
|
|
|
|
|
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
string[] vfxFiles = System.IO.Directory.GetFiles(basePath, "*.vfx", System.IO.SearchOption.AllDirectories);
|
|
|
|
|
foreach (string file in vfxFiles)
|
|
|
|
|
{
|
|
|
|
|
string absolutePath = file.Replace("\\", "/");
|
|
|
|
|
string name = System.IO.Path.GetFileNameWithoutExtension(file);
|
|
|
|
|
bool isPackage = normalizedPackagePath != null && absolutePath.StartsWith(normalizedPackagePath);
|
|
|
|
|
|
|
|
|
|
// Convert absolute path to project-relative path
|
|
|
|
|
string projectRelativePath;
|
|
|
|
|
if (isPackage)
|
|
|
|
|
{
|
|
|
|
|
// For package paths, convert to Packages/... format
|
|
|
|
|
projectRelativePath = "Packages/" + packageInfo.name + absolutePath.Substring(normalizedPackagePath.Length);
|
|
|
|
|
}
|
|
|
|
|
else if (absolutePath.StartsWith(assetsBasePath))
|
|
|
|
|
{
|
|
|
|
|
// For project assets, convert to Assets/... format
|
|
|
|
|
projectRelativePath = "Assets" + absolutePath.Substring(assetsBasePath.Length);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Fallback: use the absolute path if we can't determine the relative path
|
|
|
|
|
projectRelativePath = absolutePath;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
templates.Add(new { name = name, path = projectRelativePath, source = isPackage ? "package" : "project" });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
catch { }
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Also search project assets
|
|
|
|
|
string[] guids = AssetDatabase.FindAssets("t:VisualEffectAsset");
|
|
|
|
|
foreach (string guid in guids)
|
|
|
|
|
{
|
|
|
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
|
if (!templates.Any(t => ((dynamic)t).path == path))
|
|
|
|
|
{
|
|
|
|
|
string name = System.IO.Path.GetFileNameWithoutExtension(path);
|
|
|
|
|
templates.Add(new { name = name, path = path, source = "project" });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new
|
|
|
|
|
{
|
|
|
|
|
success = true,
|
|
|
|
|
data = new
|
|
|
|
|
{
|
|
|
|
|
count = templates.Count,
|
|
|
|
|
templates = templates
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Lists all VFX assets in the project
|
|
|
|
|
/// </summary>
|
|
|
|
|
private static object VFXListAssets(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
string searchFolder = @params["folder"]?.ToString();
|
|
|
|
|
string searchPattern = @params["search"]?.ToString();
|
|
|
|
|
|
|
|
|
|
string filter = "t:VisualEffectAsset";
|
|
|
|
|
if (!string.IsNullOrEmpty(searchPattern))
|
|
|
|
|
filter += " " + searchPattern;
|
|
|
|
|
|
|
|
|
|
string[] guids;
|
|
|
|
|
if (!string.IsNullOrEmpty(searchFolder))
|
|
|
|
|
guids = AssetDatabase.FindAssets(filter, new[] { searchFolder });
|
|
|
|
|
else
|
|
|
|
|
guids = AssetDatabase.FindAssets(filter);
|
|
|
|
|
|
|
|
|
|
var assets = new List<object>();
|
|
|
|
|
foreach (string guid in guids)
|
|
|
|
|
{
|
|
|
|
|
string path = AssetDatabase.GUIDToAssetPath(guid);
|
|
|
|
|
var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.VFX.VisualEffectAsset>(path);
|
|
|
|
|
if (asset != null)
|
|
|
|
|
{
|
|
|
|
|
assets.Add(new
|
|
|
|
|
{
|
|
|
|
|
name = asset.name,
|
|
|
|
|
path = path,
|
|
|
|
|
guid = guid
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new
|
|
|
|
|
{
|
|
|
|
|
success = true,
|
|
|
|
|
data = new
|
|
|
|
|
{
|
|
|
|
|
count = assets.Count,
|
|
|
|
|
assets = assets
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXGetInfo(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
return new
|
|
|
|
|
{
|
|
|
|
|
success = true,
|
|
|
|
|
data = new
|
|
|
|
|
{
|
|
|
|
|
gameObject = vfx.gameObject.name,
|
|
|
|
|
assetName = vfx.visualEffectAsset?.name ?? "None",
|
|
|
|
|
aliveParticleCount = vfx.aliveParticleCount,
|
|
|
|
|
culled = vfx.culled,
|
|
|
|
|
pause = vfx.pause,
|
|
|
|
|
playRate = vfx.playRate,
|
|
|
|
|
startSeed = vfx.startSeed
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetParameter<T>(JObject @params, Action<VisualEffect, string, T> setter)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param)) return new { success = false, message = "Parameter name required" };
|
|
|
|
|
|
|
|
|
|
JToken valueToken = @params["value"];
|
|
|
|
|
if (valueToken == null) return new { success = false, message = "Value required" };
|
|
|
|
|
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX {param}");
|
|
|
|
|
T value = valueToken.ToObject<T>();
|
|
|
|
|
setter(vfx, param, value);
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set {param} = {value}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetVector(JObject @params, int dims)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param)) return new { success = false, message = "Parameter name required" };
|
|
|
|
|
|
|
|
|
|
Vector4 vec = ManageVfxCommon.ParseVector4(@params["value"]);
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX {param}");
|
|
|
|
|
|
|
|
|
|
switch (dims)
|
|
|
|
|
{
|
|
|
|
|
case 2: vfx.SetVector2(param, new Vector2(vec.x, vec.y)); break;
|
|
|
|
|
case 3: vfx.SetVector3(param, new Vector3(vec.x, vec.y, vec.z)); break;
|
|
|
|
|
case 4: vfx.SetVector4(param, vec); break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
return new { success = true, message = $"Set {param}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetColor(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param)) return new { success = false, message = "Parameter name required" };
|
|
|
|
|
|
|
|
|
|
Color color = ManageVfxCommon.ParseColor(@params["value"]);
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX Color {param}");
|
|
|
|
|
vfx.SetVector4(param, new Vector4(color.r, color.g, color.b, color.a));
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set color {param}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetGradient(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param)) return new { success = false, message = "Parameter name required" };
|
|
|
|
|
|
|
|
|
|
Gradient gradient = ManageVfxCommon.ParseGradient(@params["gradient"]);
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX Gradient {param}");
|
|
|
|
|
vfx.SetGradient(param, gradient);
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set gradient {param}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetTexture(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
string path = @params["texturePath"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param) || string.IsNullOrEmpty(path)) return new { success = false, message = "Parameter and texturePath required" };
|
|
|
|
|
|
|
|
|
|
var findInst = new JObject { ["find"] = path };
|
|
|
|
|
Texture tex = ObjectResolver.Resolve(findInst, typeof(Texture)) as Texture;
|
|
|
|
|
if (tex == null) return new { success = false, message = $"Texture not found: {path}" };
|
|
|
|
|
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX Texture {param}");
|
|
|
|
|
vfx.SetTexture(param, tex);
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set texture {param} = {tex.name}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetMesh(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
string path = @params["meshPath"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param) || string.IsNullOrEmpty(path)) return new { success = false, message = "Parameter and meshPath required" };
|
|
|
|
|
|
|
|
|
|
var findInst = new JObject { ["find"] = path };
|
|
|
|
|
Mesh mesh = ObjectResolver.Resolve(findInst, typeof(Mesh)) as Mesh;
|
|
|
|
|
if (mesh == null) return new { success = false, message = $"Mesh not found: {path}" };
|
|
|
|
|
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX Mesh {param}");
|
|
|
|
|
vfx.SetMesh(param, mesh);
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set mesh {param} = {mesh.name}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetCurve(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string param = @params["parameter"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(param)) return new { success = false, message = "Parameter name required" };
|
|
|
|
|
|
|
|
|
|
AnimationCurve curve = ManageVfxCommon.ParseAnimationCurve(@params["curve"], 1f);
|
|
|
|
|
Undo.RecordObject(vfx, $"Set VFX Curve {param}");
|
|
|
|
|
vfx.SetAnimationCurve(param, curve);
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set curve {param}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSendEvent(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
string eventName = @params["eventName"]?.ToString();
|
|
|
|
|
if (string.IsNullOrEmpty(eventName)) return new { success = false, message = "Event name required" };
|
|
|
|
|
|
|
|
|
|
VFXEventAttribute attr = vfx.CreateVFXEventAttribute();
|
|
|
|
|
if (@params["position"] != null) attr.SetVector3("position", ManageVfxCommon.ParseVector3(@params["position"]));
|
|
|
|
|
if (@params["velocity"] != null) attr.SetVector3("velocity", ManageVfxCommon.ParseVector3(@params["velocity"]));
|
|
|
|
|
if (@params["color"] != null) { var c = ManageVfxCommon.ParseColor(@params["color"]); attr.SetVector3("color", new Vector3(c.r, c.g, c.b)); }
|
|
|
|
|
if (@params["size"] != null) attr.SetFloat("size", @params["size"].ToObject<float>());
|
|
|
|
|
if (@params["lifetime"] != null) attr.SetFloat("lifetime", @params["lifetime"].ToObject<float>());
|
|
|
|
|
|
|
|
|
|
vfx.SendEvent(eventName, attr);
|
|
|
|
|
return new { success = true, message = $"Sent event '{eventName}'" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXControl(JObject @params, string action)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
switch (action)
|
|
|
|
|
{
|
|
|
|
|
case "play": vfx.Play(); break;
|
|
|
|
|
case "stop": vfx.Stop(); break;
|
|
|
|
|
case "pause": vfx.pause = !vfx.pause; break;
|
|
|
|
|
case "reinit": vfx.Reinit(); break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"VFX {action}", isPaused = vfx.pause };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetPlaybackSpeed(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
float rate = @params["playRate"]?.ToObject<float>() ?? 1f;
|
|
|
|
|
Undo.RecordObject(vfx, "Set VFX Play Rate");
|
|
|
|
|
vfx.playRate = rate;
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set play rate = {rate}" };
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object VFXSetSeed(JObject @params)
|
|
|
|
|
{
|
|
|
|
|
VisualEffect vfx = FindVisualEffect(@params);
|
|
|
|
|
if (vfx == null) return new { success = false, message = "VisualEffect not found" };
|
|
|
|
|
|
|
|
|
|
uint seed = @params["seed"]?.ToObject<uint>() ?? 0;
|
|
|
|
|
bool resetOnPlay = @params["resetSeedOnPlay"]?.ToObject<bool>() ?? true;
|
|
|
|
|
|
|
|
|
|
Undo.RecordObject(vfx, "Set VFX Seed");
|
|
|
|
|
vfx.startSeed = seed;
|
|
|
|
|
vfx.resetSeedOnPlay = resetOnPlay;
|
|
|
|
|
EditorUtility.SetDirty(vfx);
|
|
|
|
|
|
|
|
|
|
return new { success = true, message = $"Set seed = {seed}" };
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
private static object HandleLineRendererAction(JObject @params, string action)
|
|
|
|
|
{
|
|
|
|
|
switch (action)
|
|
|
|
|
{
|
|
|
|
|
case "get_info": return LineRead.GetInfo(@params);
|
|
|
|
|
case "set_positions": return LineWrite.SetPositions(@params);
|
|
|
|
|
case "add_position": return LineWrite.AddPosition(@params);
|
|
|
|
|
case "set_position": return LineWrite.SetPosition(@params);
|
|
|
|
|
case "set_width": return LineWrite.SetWidth(@params);
|
|
|
|
|
case "set_color": return LineWrite.SetColor(@params);
|
|
|
|
|
case "set_material": return LineWrite.SetMaterial(@params);
|
|
|
|
|
case "set_properties": return LineWrite.SetProperties(@params);
|
|
|
|
|
case "clear": return LineWrite.Clear(@params);
|
|
|
|
|
case "create_line": return LineCreate.CreateLine(@params);
|
|
|
|
|
case "create_circle": return LineCreate.CreateCircle(@params);
|
|
|
|
|
case "create_arc": return LineCreate.CreateArc(@params);
|
|
|
|
|
case "create_bezier": return LineCreate.CreateBezier(@params);
|
|
|
|
|
default:
|
|
|
|
|
return new { success = false, message = $"Unknown line action: {action}. Valid: get_info, set_positions, add_position, set_position, set_width, set_color, set_material, set_properties, clear, create_line, create_circle, create_arc, create_bezier" };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static object HandleTrailRendererAction(JObject @params, string action)
|
|
|
|
|
{
|
|
|
|
|
switch (action)
|
|
|
|
|
{
|
|
|
|
|
case "get_info": return TrailRead.GetInfo(@params);
|
|
|
|
|
case "set_time": return TrailWrite.SetTime(@params);
|
|
|
|
|
case "set_width": return TrailWrite.SetWidth(@params);
|
|
|
|
|
case "set_color": return TrailWrite.SetColor(@params);
|
|
|
|
|
case "set_material": return TrailWrite.SetMaterial(@params);
|
|
|
|
|
case "set_properties": return TrailWrite.SetProperties(@params);
|
|
|
|
|
case "clear": return TrailControl.Clear(@params);
|
|
|
|
|
case "emit": return TrailControl.Emit(@params);
|
|
|
|
|
default:
|
|
|
|
|
return new { success = false, message = $"Unknown trail action: {action}. Valid: get_info, set_time, set_width, set_color, set_material, set_properties, clear, emit" };
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|