Merge pull request #106 from Tanichael/feature/manage-shader
Feat: Add CRUD operations for Shader files via MCP Example Prompt: "generate a cool shader and apply it on a new cube"main
commit
6a47945479
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@ -35,6 +35,7 @@ Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) to inte
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* `manage_editor`: Controls and queries the editor's state and settings.
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* `manage_scene`: Manages scenes (load, save, create, get hierarchy, etc.).
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* `manage_asset`: Performs asset operations (import, create, modify, delete, etc.).
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* `manage_shader`: Performs shader CRUD operations (create, read, modify, delete).
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* `manage_gameobject`: Manages GameObjects: create, modify, delete, find, and component operations.
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* `execute_menu_item`: Executes a menu item via its path (e.g., "File/Save Project").
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</details>
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@ -89,7 +90,9 @@ Unity MCP connects your tools using two components:
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Connect your MCP Client (Claude, Cursor, etc.) to the Python server you installed in Step 1.
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**Option A: Auto-Configure (Recommended for Claude/Cursor)**
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<img width="609" alt="image" src="https://github.com/user-attachments/assets/cef3a639-4677-4fd8-84e7-2d82a04d55bb" />
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**Option A: Auto-Configure (Recommended for Claude/Cursor/VSC Copilot)**
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1. In Unity, go to `Window > Unity MCP`.
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2. Click `Auto Configure` on the IDE you uses.
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@ -20,6 +20,7 @@ namespace UnityMcpBridge.Editor.Tools
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{ "HandleManageAsset", ManageAsset.HandleCommand },
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{ "HandleReadConsole", ReadConsole.HandleCommand },
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{ "HandleExecuteMenuItem", ExecuteMenuItem.HandleCommand },
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{ "HandleManageShader", ManageShader.HandleCommand},
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};
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/// <summary>
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@ -0,0 +1,342 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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using UnityMcpBridge.Editor.Helpers;
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namespace UnityMcpBridge.Editor.Tools
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{
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/// <summary>
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/// Handles CRUD operations for shader files within the Unity project.
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/// </summary>
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public static class ManageShader
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{
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/// <summary>
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/// Main handler for shader management actions.
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/// </summary>
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public static object HandleCommand(JObject @params)
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{
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// Extract parameters
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string action = @params["action"]?.ToString().ToLower();
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string name = @params["name"]?.ToString();
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string path = @params["path"]?.ToString(); // Relative to Assets/
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string contents = null;
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// Check if we have base64 encoded contents
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bool contentsEncoded = @params["contentsEncoded"]?.ToObject<bool>() ?? false;
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if (contentsEncoded && @params["encodedContents"] != null)
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{
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try
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{
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contents = DecodeBase64(@params["encodedContents"].ToString());
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to decode shader contents: {e.Message}");
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}
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}
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else
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{
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contents = @params["contents"]?.ToString();
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}
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// Validate required parameters
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if (string.IsNullOrEmpty(action))
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{
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return Response.Error("Action parameter is required.");
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}
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if (string.IsNullOrEmpty(name))
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{
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return Response.Error("Name parameter is required.");
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}
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// Basic name validation (alphanumeric, underscores, cannot start with number)
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if (!Regex.IsMatch(name, @"^[a-zA-Z_][a-zA-Z0-9_]*$"))
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{
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return Response.Error(
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$"Invalid shader name: '{name}'. Use only letters, numbers, underscores, and don't start with a number."
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);
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}
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// Ensure path is relative to Assets/, removing any leading "Assets/"
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// Set default directory to "Shaders" if path is not provided
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string relativeDir = path ?? "Shaders"; // Default to "Shaders" if path is null
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if (!string.IsNullOrEmpty(relativeDir))
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{
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relativeDir = relativeDir.Replace('\\', '/').Trim('/');
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if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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{
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relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
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}
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}
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// Handle empty string case explicitly after processing
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if (string.IsNullOrEmpty(relativeDir))
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{
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relativeDir = "Shaders"; // Ensure default if path was provided as "" or only "/" or "Assets/"
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}
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// Construct paths
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string shaderFileName = $"{name}.shader";
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string fullPathDir = Path.Combine(Application.dataPath, relativeDir);
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string fullPath = Path.Combine(fullPathDir, shaderFileName);
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string relativePath = Path.Combine("Assets", relativeDir, shaderFileName)
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.Replace('\\', '/'); // Ensure "Assets/" prefix and forward slashes
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// Ensure the target directory exists for create/update
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if (action == "create" || action == "update")
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{
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try
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{
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if (!Directory.Exists(fullPathDir))
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{
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Directory.CreateDirectory(fullPathDir);
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// Refresh AssetDatabase to recognize new folders
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AssetDatabase.Refresh();
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}
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}
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catch (Exception e)
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{
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return Response.Error(
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$"Could not create directory '{fullPathDir}': {e.Message}"
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);
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}
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}
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// Route to specific action handlers
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switch (action)
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{
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case "create":
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return CreateShader(fullPath, relativePath, name, contents);
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case "read":
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return ReadShader(fullPath, relativePath);
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case "update":
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return UpdateShader(fullPath, relativePath, name, contents);
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case "delete":
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return DeleteShader(fullPath, relativePath);
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default:
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return Response.Error(
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$"Unknown action: '{action}'. Valid actions are: create, read, update, delete."
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);
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}
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}
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/// <summary>
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/// Decode base64 string to normal text
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/// </summary>
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private static string DecodeBase64(string encoded)
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{
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byte[] data = Convert.FromBase64String(encoded);
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return System.Text.Encoding.UTF8.GetString(data);
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}
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/// <summary>
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/// Encode text to base64 string
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/// </summary>
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private static string EncodeBase64(string text)
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{
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byte[] data = System.Text.Encoding.UTF8.GetBytes(text);
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return Convert.ToBase64String(data);
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}
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private static object CreateShader(
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string fullPath,
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string relativePath,
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string name,
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string contents
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)
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{
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// Check if shader already exists
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if (File.Exists(fullPath))
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{
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return Response.Error(
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$"Shader already exists at '{relativePath}'. Use 'update' action to modify."
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);
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}
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// Add validation for shader name conflicts in Unity
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if (Shader.Find(name) != null)
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{
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return Response.Error(
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$"A shader with name '{name}' already exists in the project. Choose a different name."
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);
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}
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// Generate default content if none provided
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if (string.IsNullOrEmpty(contents))
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{
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contents = GenerateDefaultShaderContent(name);
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}
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try
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{
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File.WriteAllText(fullPath, contents);
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AssetDatabase.ImportAsset(relativePath);
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AssetDatabase.Refresh(); // Ensure Unity recognizes the new shader
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return Response.Success(
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$"Shader '{name}.shader' created successfully at '{relativePath}'.",
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new { path = relativePath }
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);
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to create shader '{relativePath}': {e.Message}");
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}
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}
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private static object ReadShader(string fullPath, string relativePath)
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{
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if (!File.Exists(fullPath))
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{
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return Response.Error($"Shader not found at '{relativePath}'.");
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}
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try
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{
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string contents = File.ReadAllText(fullPath);
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// Return both normal and encoded contents for larger files
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//TODO: Consider a threshold for large files
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bool isLarge = contents.Length > 10000; // If content is large, include encoded version
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var responseData = new
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{
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path = relativePath,
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contents = contents,
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// For large files, also include base64-encoded version
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encodedContents = isLarge ? EncodeBase64(contents) : null,
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contentsEncoded = isLarge,
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};
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return Response.Success(
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$"Shader '{Path.GetFileName(relativePath)}' read successfully.",
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responseData
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);
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to read shader '{relativePath}': {e.Message}");
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}
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}
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private static object UpdateShader(
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string fullPath,
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string relativePath,
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string name,
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string contents
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)
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{
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if (!File.Exists(fullPath))
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{
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return Response.Error(
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$"Shader not found at '{relativePath}'. Use 'create' action to add a new shader."
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);
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}
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if (string.IsNullOrEmpty(contents))
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{
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return Response.Error("Content is required for the 'update' action.");
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}
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try
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{
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File.WriteAllText(fullPath, contents);
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AssetDatabase.ImportAsset(relativePath);
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AssetDatabase.Refresh();
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return Response.Success(
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$"Shader '{Path.GetFileName(relativePath)}' updated successfully.",
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new { path = relativePath }
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);
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to update shader '{relativePath}': {e.Message}");
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}
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}
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private static object DeleteShader(string fullPath, string relativePath)
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{
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if (!File.Exists(fullPath))
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{
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return Response.Error($"Shader not found at '{relativePath}'.");
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}
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try
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{
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// Delete the asset through Unity's AssetDatabase first
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bool success = AssetDatabase.DeleteAsset(relativePath);
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if (!success)
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{
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return Response.Error($"Failed to delete shader through Unity's AssetDatabase: '{relativePath}'");
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}
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// If the file still exists (rare case), try direct deletion
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if (File.Exists(fullPath))
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{
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File.Delete(fullPath);
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}
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return Response.Success($"Shader '{Path.GetFileName(relativePath)}' deleted successfully.");
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}
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catch (Exception e)
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{
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return Response.Error($"Failed to delete shader '{relativePath}': {e.Message}");
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}
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}
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//This is a CGProgram template
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//TODO: making a HLSL template as well?
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private static string GenerateDefaultShaderContent(string name)
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{
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return @"Shader """ + name + @"""
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{
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Properties
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{
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_MainTex (""Texture"", 2D) = ""white"" {}
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}
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SubShader
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{
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Tags { ""RenderType""=""Opaque"" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include ""UnityCG.cginc""
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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return col;
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}
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ENDCG
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}
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}
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}";
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bcf4f1f3110494344b2af9324cf5c571
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -378,6 +378,7 @@ namespace UnityMcpBridge.Editor
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"manage_editor" => ManageEditor.HandleCommand(paramsObject),
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"manage_gameobject" => ManageGameObject.HandleCommand(paramsObject),
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"manage_asset" => ManageAsset.HandleCommand(paramsObject),
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"manage_shader" => ManageShader.HandleCommand(paramsObject),
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"read_console" => ReadConsole.HandleCommand(paramsObject),
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"execute_menu_item" => ExecuteMenuItem.HandleCommand(paramsObject),
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_ => throw new ArgumentException(
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@ -61,7 +61,8 @@ def asset_creation_strategy() -> str:
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"- `manage_scene`: Manages scenes.\\n"
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"- `manage_gameobject`: Manages GameObjects in the scene.\\n"
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"- `manage_script`: Manages C# script files.\\n"
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"- `manage_asset`: Manages prefabs and assets.\\n\\n"
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"- `manage_asset`: Manages prefabs and assets.\\n"
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"- `manage_shader`: Manages shaders.\\n\\n"
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"Tips:\\n"
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"- Create prefabs for reusable GameObjects.\\n"
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"- Always include a camera and main light in your scenes.\\n"
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@ -3,6 +3,7 @@ from .manage_scene import register_manage_scene_tools
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from .manage_editor import register_manage_editor_tools
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from .manage_gameobject import register_manage_gameobject_tools
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from .manage_asset import register_manage_asset_tools
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from .manage_shader import register_manage_shader_tools
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from .read_console import register_read_console_tools
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from .execute_menu_item import register_execute_menu_item_tools
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@ -14,6 +15,7 @@ def register_all_tools(mcp):
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register_manage_editor_tools(mcp)
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register_manage_gameobject_tools(mcp)
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register_manage_asset_tools(mcp)
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register_manage_shader_tools(mcp)
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register_read_console_tools(mcp)
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register_execute_menu_item_tools(mcp)
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print("Unity MCP Server tool registration complete.")
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@ -0,0 +1,67 @@
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from mcp.server.fastmcp import FastMCP, Context
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from typing import Dict, Any
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from unity_connection import get_unity_connection
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import os
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import base64
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def register_manage_shader_tools(mcp: FastMCP):
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"""Register all shader script management tools with the MCP server."""
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@mcp.tool()
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def manage_shader(
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ctx: Context,
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action: str,
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name: str,
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path: str,
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contents: str,
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) -> Dict[str, Any]:
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"""Manages shader scripts in Unity (create, read, update, delete).
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Args:
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action: Operation ('create', 'read', 'update', 'delete').
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name: Shader name (no .cs extension).
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path: Asset path (default: "Assets/").
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contents: Shader code for 'create'/'update'.
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Returns:
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Dictionary with results ('success', 'message', 'data').
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"""
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try:
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# Prepare parameters for Unity
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params = {
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"action": action,
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"name": name,
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"path": path,
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}
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# Base64 encode the contents if they exist to avoid JSON escaping issues
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if contents is not None:
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if action in ['create', 'update']:
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# Encode content for safer transmission
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params["encodedContents"] = base64.b64encode(contents.encode('utf-8')).decode('utf-8')
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params["contentsEncoded"] = True
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else:
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params["contents"] = contents
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# Remove None values so they don't get sent as null
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params = {k: v for k, v in params.items() if v is not None}
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# Send command to Unity
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response = get_unity_connection().send_command("manage_shader", params)
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# Process response from Unity
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if response.get("success"):
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# If the response contains base64 encoded content, decode it
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if response.get("data", {}).get("contentsEncoded"):
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decoded_contents = base64.b64decode(response["data"]["encodedContents"]).decode('utf-8')
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response["data"]["contents"] = decoded_contents
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del response["data"]["encodedContents"]
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del response["data"]["contentsEncoded"]
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return {"success": True, "message": response.get("message", "Operation successful."), "data": response.get("data")}
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else:
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return {"success": False, "message": response.get("error", "An unknown error occurred.")}
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except Exception as e:
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# Handle Python-side errors (e.g., connection issues)
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return {"success": False, "message": f"Python error managing shader: {str(e)}"}
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||||
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