diff --git a/UnityMcpBridge/Editor/Tools/ManageAsset.cs b/UnityMcpBridge/Editor/Tools/ManageAsset.cs index 63d8f0b..a9eeae2 100644 --- a/UnityMcpBridge/Editor/Tools/ManageAsset.cs +++ b/UnityMcpBridge/Editor/Tools/ManageAsset.cs @@ -8,6 +8,14 @@ using UnityEditor; using UnityEngine; using UnityMcpBridge.Editor.Helpers; // For Response class +#if UNITY_6000_0_OR_NEWER +using PhysicsMaterialType = UnityEngine.PhysicsMaterial; +using PhysicsMaterialCombine = UnityEngine.PhysicsMaterialCombine; +#else +using PhysicsMaterialType = UnityEngine.PhysicMaterial; +using PhysicsMaterialCombine = UnityEngine.PhysicMaterialCombine; +#endif + namespace UnityMcpBridge.Editor.Tools { /// @@ -177,6 +185,14 @@ namespace UnityMcpBridge.Editor.Tools AssetDatabase.CreateAsset(mat, fullPath); newAsset = mat; } + else if (lowerAssetType == "physicsmaterial") + { + PhysicsMaterialType pmat = new PhysicsMaterialType(); + if (properties != null) + ApplyPhysicsMaterialProperties(pmat, properties); + AssetDatabase.CreateAsset(pmat, fullPath); + newAsset = pmat; + } else if (lowerAssetType == "scriptableobject") { string scriptClassName = properties?["scriptClass"]?.ToString(); @@ -972,6 +988,77 @@ namespace UnityMcpBridge.Editor.Tools return modified; } + /// + /// Applies properties from JObject to a PhysicsMaterial. + /// + private static bool ApplyPhysicsMaterialProperties(PhysicsMaterialType pmat, JObject properties) + { + if (pmat == null || properties == null) + return false; + bool modified = false; + + // Example: Set dynamic friction + if (properties["dynamicFriction"]?.Type == JTokenType.Float) + { + float dynamicFriction = properties["dynamicFriction"].ToObject(); + pmat.dynamicFriction = dynamicFriction; + modified = true; + } + + // Example: Set static friction + if (properties["staticFriction"]?.Type == JTokenType.Float) + { + float staticFriction = properties["staticFriction"].ToObject(); + pmat.staticFriction = staticFriction; + modified = true; + } + + // Example: Set bounciness + if (properties["bounciness"]?.Type == JTokenType.Float) + { + float bounciness = properties["bounciness"].ToObject(); + pmat.bounciness = bounciness; + modified = true; + } + + List averageList = new List { "ave", "Ave", "average", "Average" }; + List multiplyList = new List { "mul", "Mul", "mult", "Mult", "multiply", "Multiply" }; + List minimumList = new List { "min", "Min", "minimum", "Minimum" }; + List maximumList = new List { "max", "Max", "maximum", "Maximum" }; + + // Example: Set friction combine + if (properties["frictionCombine"]?.Type == JTokenType.String) + { + string frictionCombine = properties["frictionCombine"].ToString(); + if (averageList.Contains(frictionCombine)) + pmat.frictionCombine = PhysicsMaterialCombine.Average; + else if (multiplyList.Contains(frictionCombine)) + pmat.frictionCombine = PhysicsMaterialCombine.Multiply; + else if (minimumList.Contains(frictionCombine)) + pmat.frictionCombine = PhysicsMaterialCombine.Minimum; + else if (maximumList.Contains(frictionCombine)) + pmat.frictionCombine = PhysicsMaterialCombine.Maximum; + modified = true; + } + + // Example: Set bounce combine + if (properties["bounceCombine"]?.Type == JTokenType.String) + { + string bounceCombine = properties["bounceCombine"].ToString(); + if (averageList.Contains(bounceCombine)) + pmat.bounceCombine = PhysicsMaterialCombine.Average; + else if (multiplyList.Contains(bounceCombine)) + pmat.bounceCombine = PhysicsMaterialCombine.Multiply; + else if (minimumList.Contains(bounceCombine)) + pmat.bounceCombine = PhysicsMaterialCombine.Minimum; + else if (maximumList.Contains(bounceCombine)) + pmat.bounceCombine = PhysicsMaterialCombine.Maximum; + modified = true; + } + + return modified; + } + /// /// Generic helper to set properties on any UnityEngine.Object using reflection. /// diff --git a/UnityMcpServer/src/tools/manage_asset.py b/UnityMcpServer/src/tools/manage_asset.py index 328b85a..dada66b 100644 --- a/UnityMcpServer/src/tools/manage_asset.py +++ b/UnityMcpServer/src/tools/manage_asset.py @@ -33,6 +33,9 @@ def register_manage_asset_tools(mcp: FastMCP): path: Asset path (e.g., "Materials/MyMaterial.mat") or search scope. asset_type: Asset type (e.g., 'Material', 'Folder') - required for 'create'. properties: Dictionary of properties for 'create'/'modify'. + example properties for Material: {"color": [1, 0, 0, 1], "shader": "Standard"}. + example properties for Texture: {"width": 1024, "height": 1024, "format": "RGBA32"}. + example properties for PhysicsMaterial: {"bounciness": 1.0, "staticFriction": 0.5, "dynamicFriction": 0.5}. destination: Target path for 'duplicate'/'move'. search_pattern: Search pattern (e.g., '*.prefab'). filter_*: Filters for search (type, date).