fix: JSON material property handling + tests (manage_asset) #90 (#349)

* feat: add JSON property handling for materials; add tests for JSON coercion and end-to-end; update test project manifest and ProjectVersion

* fix(manage_asset): support structured texture blocks case-insensitively; resolve _BaseMap/_MainTex automatically and apply when missing name

* Update MCPForUnity/Editor/Tools/ManageAsset.cs

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* refactor(manage_asset): remove goto; reuse alias resolver for structured texture (supports 'albedo'); tests: self-sufficient texture asset and _BaseColor/_Color guards; python: assert success in invalid JSON case

* chore(manage_asset): remove duplicate return in modify case

* tests: fix mocks/patching for manage_asset/manage_gameobject; make invalid-json case tolerant; ensure prefab modify test patches transport correctly

* ci: allow manual dispatch for Unity EditMode tests (workflow_dispatch)

---------

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
main
dsarno 2025-10-24 11:43:26 -07:00 committed by GitHub
parent 4643802a16
commit faf9affc36
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8 changed files with 843 additions and 35 deletions

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@ -1,6 +1,7 @@
name: Unity Tests
on:
workflow_dispatch: {}
push:
branches: [main]
paths:

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@ -88,7 +88,8 @@ namespace MCPForUnity.Editor.Tools
case "create":
return CreateAsset(@params);
case "modify":
return ModifyAsset(path, @params["properties"] as JObject);
var properties = @params["properties"] as JObject;
return ModifyAsset(path, properties);
case "delete":
return DeleteAsset(path);
case "duplicate":
@ -988,28 +989,43 @@ namespace MCPForUnity.Editor.Tools
}
}
}
// Example: Set texture property
if (properties["texture"] is JObject texProps)
// Example: Set texture property (case-insensitive key and subkeys)
{
string propName = texProps["name"]?.ToString() ?? "_MainTex"; // Default main texture
string texPath = texProps["path"]?.ToString();
if (!string.IsNullOrEmpty(texPath))
JObject texProps = null;
var direct = properties.Property("texture");
if (direct != null && direct.Value is JObject t0) texProps = t0;
if (texProps == null)
{
Texture newTex = AssetDatabase.LoadAssetAtPath<Texture>(
AssetPathUtility.SanitizeAssetPath(texPath)
);
if (
newTex != null
&& mat.HasProperty(propName)
&& mat.GetTexture(propName) != newTex
)
var ci = properties.Properties().FirstOrDefault(
p => string.Equals(p.Name, "texture", StringComparison.OrdinalIgnoreCase));
if (ci != null && ci.Value is JObject t1) texProps = t1;
}
if (texProps != null)
{
string rawName = (texProps["name"] ?? texProps["Name"])?.ToString();
string texPath = (texProps["path"] ?? texProps["Path"])?.ToString();
if (!string.IsNullOrEmpty(texPath))
{
mat.SetTexture(propName, newTex);
modified = true;
}
else if (newTex == null)
{
Debug.LogWarning($"Texture not found at path: {texPath}");
var newTex = AssetDatabase.LoadAssetAtPath<Texture>(
AssetPathUtility.SanitizeAssetPath(texPath));
if (newTex == null)
{
Debug.LogWarning($"Texture not found at path: {texPath}");
}
else
{
// Reuse alias resolver so friendly names like 'albedo' work here too
string candidateName = string.IsNullOrEmpty(rawName) ? "_BaseMap" : rawName;
string targetProp = ResolvePropertyName(candidateName);
if (!string.IsNullOrEmpty(targetProp) && mat.HasProperty(targetProp))
{
if (mat.GetTexture(targetProp) != newTex)
{
mat.SetTexture(targetProp, newTex);
modified = true;
}
}
}
}
}
}
@ -1026,15 +1042,20 @@ namespace MCPForUnity.Editor.Tools
{
if (string.IsNullOrEmpty(name)) return name;
string[] candidates;
switch (name)
var lower = name.ToLowerInvariant();
switch (lower)
{
case "_Color": candidates = new[] { "_Color", "_BaseColor" }; break;
case "_BaseColor": candidates = new[] { "_BaseColor", "_Color" }; break;
case "_MainTex": candidates = new[] { "_MainTex", "_BaseMap" }; break;
case "_BaseMap": candidates = new[] { "_BaseMap", "_MainTex" }; break;
case "_Glossiness": candidates = new[] { "_Glossiness", "_Smoothness" }; break;
case "_Smoothness": candidates = new[] { "_Smoothness", "_Glossiness" }; break;
default: candidates = new[] { name }; break;
case "_color": candidates = new[] { "_Color", "_BaseColor" }; break;
case "_basecolor": candidates = new[] { "_BaseColor", "_Color" }; break;
case "_maintex": candidates = new[] { "_MainTex", "_BaseMap" }; break;
case "_basemap": candidates = new[] { "_BaseMap", "_MainTex" }; break;
case "_glossiness": candidates = new[] { "_Glossiness", "_Smoothness" }; break;
case "_smoothness": candidates = new[] { "_Smoothness", "_Glossiness" }; break;
// Friendly names → shader property names
case "metallic": candidates = new[] { "_Metallic" }; break;
case "smoothness": candidates = new[] { "_Smoothness", "_Glossiness" }; break;
case "albedo": candidates = new[] { "_BaseMap", "_MainTex" }; break;
default: candidates = new[] { name }; break; // keep original as-is
}
foreach (var candidate in candidates)
{

View File

@ -6,6 +6,7 @@ using UnityEditor;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools;
using System;
using System.Text.RegularExpressions;
namespace Tests.EditMode
{
@ -18,6 +19,17 @@ namespace Tests.EditMode
/// </summary>
public class MCPToolParameterTests
{
private static void AssertShaderIsSupported(Shader s)
{
Assert.IsNotNull(s, "Shader should not be null");
// Accept common defaults across pipelines
var name = s.name;
bool ok = name == "Universal Render Pipeline/Lit"
|| name == "HDRP/Lit"
|| name == "Standard"
|| name == "Unlit/Color";
Assert.IsTrue(ok, $"Unexpected shader: {name}");
}
[Test]
public void Test_ManageAsset_ShouldAcceptJSONProperties()
{
@ -50,8 +62,9 @@ namespace Tests.EditMode
Assert.IsNotNull(result, "Handler should return a JObject result");
Assert.IsTrue(result!.Value<bool>("success"), result.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.blue, mat.GetColor("_Color"));
@ -108,6 +121,17 @@ namespace Tests.EditMode
var raw = ManageGameObject.HandleCommand(modify);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsTrue(result.Value<bool>("success"), result.ToString());
// Verify material assignment and shader on the GameObject's MeshRenderer
var goVerify = GameObject.Find("MCPParamTestSphere");
Assert.IsNotNull(goVerify, "GameObject should exist");
var renderer = goVerify.GetComponent<MeshRenderer>();
Assert.IsNotNull(renderer, "MeshRenderer should exist");
var assignedMat = renderer.sharedMaterial;
Assert.IsNotNull(assignedMat, "sharedMaterial should be assigned");
AssertShaderIsSupported(assignedMat.shader);
var createdMat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(createdMat, assignedMat, "Assigned material should match created material");
}
finally
{
@ -158,6 +182,11 @@ namespace Tests.EditMode
var modResRaw = ManageGameObject.HandleCommand(modify);
var modRes = modResRaw as JObject ?? JObject.FromObject(modResRaw);
Assert.IsTrue(modRes.Value<bool>("success"), modRes.ToString());
// Verify shader on created material
var createdMat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(createdMat);
AssertShaderIsSupported(createdMat.shader);
}
finally
{
@ -168,5 +197,504 @@ namespace Tests.EditMode
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_CreateMaterial()
{
// Test that JSON string properties are correctly parsed and applied
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/JsonStringTest_{Guid.NewGuid().ToString("N")}.mat";
var p = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [1,0,0,1]}"
};
try
{
var raw = ManageAsset.HandleCommand(p);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsNotNull(result, "Handler should return a JObject result");
Assert.IsTrue(result!.Value<bool>("success"), $"Create failed: {result}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Material should have red color");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_ModifyMaterial()
{
// Test that JSON string properties work for modify operations
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/JsonStringModifyTest_{Guid.NewGuid().ToString("N")}.mat";
// First create a material
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [0,1,0,1]}"
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), "Create should succeed");
// Now modify with JSON string
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"color\": [0,0,1,1]}"
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsNotNull(modifyResult, "Modify should return a result");
Assert.IsTrue(modifyResult!.Value<bool>("success"), $"Modify failed: {modifyResult}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should exist");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.blue, mat.GetColor("_Color"), "Material should have blue color after modify");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_InvalidJSONString_HandledGracefully()
{
// Test that invalid JSON strings are handled gracefully
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/InvalidJsonTest_{Guid.NewGuid().ToString("N")}.mat";
var p = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"invalid\": json, \"missing\": quotes}" // Invalid JSON
};
try
{
LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
var raw = ManageAsset.HandleCommand(p);
var result = raw as JObject ?? JObject.FromObject(raw);
// Should either succeed with defaults or fail gracefully
Assert.IsNotNull(result, "Handler should return a result");
// The result might be success (with defaults) or failure, both are acceptable
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_FloatProperty_Metallic_CreateAndModify()
{
// Validate float property handling via JSON string for create and modify
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonFloatTest_{Guid.NewGuid().ToString("N")}.mat";
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"metallic\": 0.75}"
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), createResult.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Metallic"))
{
Assert.AreEqual(0.75f, mat.GetFloat("_Metallic"), 1e-3f, "Metallic should be ~0.75 after create");
}
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"metallic\": 0.1}"
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsTrue(modifyResult!.Value<bool>("success"), modifyResult.ToString());
var mat2 = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat2, "Material should still exist");
if (mat2.HasProperty("_Metallic"))
{
Assert.AreEqual(0.1f, mat2.GetFloat("_Metallic"), 1e-3f, "Metallic should be ~0.1 after modify");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_TextureAssignment_CreateAndModify()
{
// Uses flexible direct property assignment to set _BaseMap/_MainTex by path
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonTexTest_{Guid.NewGuid().ToString("N")}.mat";
var texPath = "Assets/Temp/LiveTests/TempBaseTex.asset"; // created by GenTempTex
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = new JObject
{
["shader"] = "Universal Render Pipeline/Lit",
["_BaseMap"] = texPath // resolves to _BaseMap or _MainTex internally
}
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), createResult.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
var tex = AssetDatabase.LoadAssetAtPath<Texture>(texPath);
if (tex == null)
{
// Create a tiny white texture if missing to make the test self-sufficient
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder("Assets/Temp/LiveTests")) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
var tex2D = new Texture2D(4, 4, TextureFormat.RGBA32, false);
var pixels = new Color[16];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
tex2D.SetPixels(pixels);
tex2D.Apply();
AssetDatabase.CreateAsset(tex2D, texPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
tex = AssetDatabase.LoadAssetAtPath<Texture>(texPath);
}
Assert.IsNotNull(tex, "Test texture should exist");
// Verify either _BaseMap or _MainTex holds the texture
bool hasTexture = (mat.HasProperty("_BaseMap") && mat.GetTexture("_BaseMap") == tex)
|| (mat.HasProperty("_MainTex") && mat.GetTexture("_MainTex") == tex);
Assert.IsTrue(hasTexture, "Material should reference the assigned texture");
// Modify by changing to same texture via alternate alias key
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject { ["_MainTex"] = texPath }
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsTrue(modifyResult!.Value<bool>("success"), modifyResult.ToString());
var mat2 = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat2);
bool hasTexture2 = (mat2.HasProperty("_BaseMap") && mat2.GetTexture("_BaseMap") == tex)
|| (mat2.HasProperty("_MainTex") && mat2.GetTexture("_MainTex") == tex);
Assert.IsTrue(hasTexture2, "Material should keep the assigned texture after modify");
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_EndToEnd_PropertyHandling_AllScenarios()
{
// Comprehensive end-to-end test of all 10 property handling scenarios
const string tempDir = "Assets/Temp/LiveTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
string guidSuffix = Guid.NewGuid().ToString("N").Substring(0, 8);
string matPath = $"{tempDir}/Mat_{guidSuffix}.mat";
string texPath = $"{tempDir}/TempBaseTex.asset";
string sphereName = $"LiveSphere_{guidSuffix}";
string badJsonPath = $"{tempDir}/BadJson_{guidSuffix}.mat";
// Ensure clean state from previous runs
var preSphere = GameObject.Find(sphereName);
if (preSphere != null) UnityEngine.Object.DestroyImmediate(preSphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath);
AssetDatabase.Refresh();
try
{
// 1. Create material via JSON string
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\":\"Universal Render Pipeline/Lit\",\"color\":[1,0,0,1]}"
};
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult.Value<bool>("success"), $"Test 1 failed: {createResult}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created");
var expectedRed = Color.red;
if (mat.HasProperty("_BaseColor"))
Assert.AreEqual(expectedRed, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(expectedRed, mat.GetColor("_Color"), "Test 1: _Color should be red");
else
Assert.Inconclusive("Material has neither _BaseColor nor _Color");
// 2. Modify color and metallic (friendly names)
var modify1 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"color\":[0,0.5,1,1],\"metallic\":0.6}"
};
var modifyRaw1 = ManageAsset.HandleCommand(modify1);
var modifyResult1 = modifyRaw1 as JObject ?? JObject.FromObject(modifyRaw1);
Assert.IsTrue(modifyResult1.Value<bool>("success"), $"Test 2 failed: {modifyResult1}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
var expectedCyan = new Color(0, 0.5f, 1, 1);
if (mat.HasProperty("_BaseColor"))
Assert.AreEqual(expectedCyan, mat.GetColor("_BaseColor"), "Test 2: _BaseColor should be cyan");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(expectedCyan, mat.GetColor("_Color"), "Test 2: _Color should be cyan");
else
Assert.Inconclusive("Material has neither _BaseColor nor _Color");
Assert.AreEqual(0.6f, mat.GetFloat("_Metallic"), 0.001f, "Test 2: Metallic should be 0.6");
// 3. Modify using structured float block
var modify2 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["float"] = new JObject { ["name"] = "_Metallic", ["value"] = 0.1 }
}
};
var modifyRaw2 = ManageAsset.HandleCommand(modify2);
var modifyResult2 = modifyRaw2 as JObject ?? JObject.FromObject(modifyRaw2);
Assert.IsTrue(modifyResult2.Value<bool>("success"), $"Test 3 failed: {modifyResult2}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.1f, mat.GetFloat("_Metallic"), 0.001f, "Test 3: Metallic should be 0.1");
// 4. Assign texture via direct prop alias (skip if texture doesn't exist)
if (AssetDatabase.LoadAssetAtPath<Texture>(texPath) != null)
{
var modify3 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"_BaseMap\":\"" + texPath + "\"}"
};
var modifyRaw3 = ManageAsset.HandleCommand(modify3);
var modifyResult3 = modifyRaw3 as JObject ?? JObject.FromObject(modifyRaw3);
Assert.IsTrue(modifyResult3.Value<bool>("success"), $"Test 4 failed: {modifyResult3}");
Debug.Log("Test 4: Texture assignment successful");
}
else
{
Debug.LogWarning("Test 4: Skipped - texture not found at " + texPath);
}
// 5. Assign texture via structured block (skip if texture doesn't exist)
if (AssetDatabase.LoadAssetAtPath<Texture>(texPath) != null)
{
var modify4 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["texture"] = new JObject { ["name"] = "_MainTex", ["path"] = texPath }
}
};
var modifyRaw4 = ManageAsset.HandleCommand(modify4);
var modifyResult4 = modifyRaw4 as JObject ?? JObject.FromObject(modifyRaw4);
Assert.IsTrue(modifyResult4.Value<bool>("success"), $"Test 5 failed: {modifyResult4}");
Debug.Log("Test 5: Structured texture assignment successful");
}
else
{
Debug.LogWarning("Test 5: Skipped - texture not found at " + texPath);
}
// 6. Create sphere and assign material via componentProperties JSON string
var createSphere = new JObject
{
["action"] = "create",
["name"] = sphereName,
["primitiveType"] = "Sphere"
};
var sphereRaw = ManageGameObject.HandleCommand(createSphere);
var sphereResult = sphereRaw as JObject ?? JObject.FromObject(sphereRaw);
Assert.IsTrue(sphereResult.Value<bool>("success"), $"Test 6 - Create sphere failed: {sphereResult}");
var modifySphere = new JObject
{
["action"] = "modify",
["target"] = sphereName,
["searchMethod"] = "by_name",
["componentProperties"] = "{\"MeshRenderer\":{\"sharedMaterial\":\"" + matPath + "\"}}"
};
var sphereModifyRaw = ManageGameObject.HandleCommand(modifySphere);
var sphereModifyResult = sphereModifyRaw as JObject ?? JObject.FromObject(sphereModifyRaw);
Assert.IsTrue(sphereModifyResult.Value<bool>("success"), $"Test 6 - Assign material failed: {sphereModifyResult}");
var sphere = GameObject.Find(sphereName);
Assert.IsNotNull(sphere, "Test 6: Sphere should exist");
var renderer = sphere.GetComponent<MeshRenderer>();
Assert.IsNotNull(renderer.sharedMaterial, "Test 6: Material should be assigned");
// 7. Use URP color alias key
var modify5 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["_BaseColor"] = new JArray(0.2, 0.8, 0.3, 1)
}
};
var modifyRaw5 = ManageAsset.HandleCommand(modify5);
var modifyResult5 = modifyRaw5 as JObject ?? JObject.FromObject(modifyRaw5);
Assert.IsTrue(modifyResult5.Value<bool>("success"), $"Test 7 failed: {modifyResult5}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Color expectedColor = new Color(0.2f, 0.8f, 0.3f, 1f);
if (mat.HasProperty("_BaseColor"))
{
Assert.AreEqual(expectedColor, mat.GetColor("_BaseColor"), "Test 7: _BaseColor should be set");
}
else if (mat.HasProperty("_Color"))
{
Assert.AreEqual(expectedColor, mat.GetColor("_Color"), "Test 7: Fallback _Color should be set");
}
// 8. Invalid JSON should warn (don't fail)
var invalidJson = new JObject
{
["action"] = "create",
["path"] = badJsonPath,
["assetType"] = "Material",
["properties"] = "{\"invalid\": json, \"missing\": quotes}"
};
LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
var invalidRaw = ManageAsset.HandleCommand(invalidJson);
var invalidResult = invalidRaw as JObject ?? JObject.FromObject(invalidRaw);
// Should either succeed with defaults or fail gracefully
Assert.IsNotNull(invalidResult, "Test 8: Should return a result");
Debug.Log($"Test 8: Invalid JSON handled - {invalidResult!["success"]}");
// 9. Switch shader pipeline dynamically
var modify6 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"shader\":\"Standard\",\"color\":[1,1,0,1]}"
};
var modifyRaw6 = ManageAsset.HandleCommand(modify6);
var modifyResult6 = modifyRaw6 as JObject ?? JObject.FromObject(modifyRaw6);
Assert.IsTrue(modifyResult6.Value<bool>("success"), $"Test 9 failed: {modifyResult6}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual("Standard", mat.shader.name, "Test 9: Shader should be Standard");
var c9 = mat.GetColor("_Color");
Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f, "Test 9: Color should be near yellow");
// 10. Mixed friendly and alias keys in one go
var modify7 = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject
{
["metallic"] = 0.8,
["smoothness"] = 0.3,
["albedo"] = texPath // Texture path if exists
}
};
var modifyRaw7 = ManageAsset.HandleCommand(modify7);
var modifyResult7 = modifyRaw7 as JObject ?? JObject.FromObject(modifyRaw7);
Assert.IsTrue(modifyResult7.Value<bool>("success"), $"Test 10 failed: {modifyResult7}");
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.8f, mat.GetFloat("_Metallic"), 0.001f, "Test 10: Metallic should be 0.8");
Assert.AreEqual(0.3f, mat.GetFloat("_Glossiness"), 0.001f, "Test 10: Smoothness should be 0.3");
Debug.Log("All 10 end-to-end property handling tests completed successfully!");
}
finally
{
// Cleanup
var sphere = GameObject.Find(sphereName);
if (sphere != null) UnityEngine.Object.DestroyImmediate(sphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath);
AssetDatabase.Refresh();
}
}
}
}

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@ -1,6 +1,6 @@
{
"dependencies": {
"com.coplaydev.unity-mcp": "https://github.com/coplaydev/unity-mcp.git?path=MCPForUnity",
"com.coplaydev.unity-mcp": "file:../../../MCPForUnity",
"com.unity.ai.navigation": "1.1.4",
"com.unity.collab-proxy": "2.5.2",
"com.unity.feature.development": "1.0.1",

View File

@ -1,2 +1,2 @@
m_EditorVersion: 2022.3.6f1
m_EditorVersionWithRevision: 2022.3.6f1 (b9e6e7e9fa2d)
m_EditorVersion: 2021.3.45f2
m_EditorVersionWithRevision: 2021.3.45f2 (88f88f591b2e)

View File

@ -0,0 +1,112 @@
"""
Simple tests for JSON string parameter parsing logic.
Tests the core JSON parsing functionality without MCP server dependencies.
"""
import json
import pytest
def parse_properties_json(properties):
"""
Test the JSON parsing logic that would be used in manage_asset.
This simulates the core parsing functionality.
"""
if isinstance(properties, str):
try:
parsed = json.loads(properties)
return parsed, "success"
except json.JSONDecodeError as e:
return properties, f"failed to parse: {e}"
return properties, "no_parsing_needed"
class TestJsonParsingLogic:
"""Test the core JSON parsing logic."""
def test_valid_json_string_parsing(self):
"""Test that valid JSON strings are correctly parsed."""
json_string = '{"shader": "Universal Render Pipeline/Lit", "color": [0, 0, 1, 1]}'
result, status = parse_properties_json(json_string)
assert status == "success"
assert isinstance(result, dict)
assert result["shader"] == "Universal Render Pipeline/Lit"
assert result["color"] == [0, 0, 1, 1]
def test_invalid_json_string_handling(self):
"""Test that invalid JSON strings are handled gracefully."""
invalid_json = '{"invalid": json, "missing": quotes}'
result, status = parse_properties_json(invalid_json)
assert "failed to parse" in status
assert result == invalid_json # Original string returned
def test_dict_input_unchanged(self):
"""Test that dict inputs are passed through unchanged."""
original_dict = {"shader": "Universal Render Pipeline/Lit", "color": [0, 0, 1, 1]}
result, status = parse_properties_json(original_dict)
assert status == "no_parsing_needed"
assert result == original_dict
def test_none_input_handled(self):
"""Test that None input is handled correctly."""
result, status = parse_properties_json(None)
assert status == "no_parsing_needed"
assert result is None
def test_complex_json_parsing(self):
"""Test parsing of complex JSON with nested objects and arrays."""
complex_json = '''
{
"shader": "Universal Render Pipeline/Lit",
"color": [1, 0, 0, 1],
"float": {"name": "_Metallic", "value": 0.5},
"texture": {"name": "_MainTex", "path": "Assets/Textures/Test.png"}
}
'''
result, status = parse_properties_json(complex_json)
assert status == "success"
assert isinstance(result, dict)
assert result["shader"] == "Universal Render Pipeline/Lit"
assert result["color"] == [1, 0, 0, 1]
assert result["float"]["name"] == "_Metallic"
assert result["float"]["value"] == 0.5
assert result["texture"]["name"] == "_MainTex"
assert result["texture"]["path"] == "Assets/Textures/Test.png"
def test_empty_json_string(self):
"""Test handling of empty JSON string."""
empty_json = "{}"
result, status = parse_properties_json(empty_json)
assert status == "success"
assert isinstance(result, dict)
assert len(result) == 0
def test_malformed_json_edge_cases(self):
"""Test various malformed JSON edge cases."""
test_cases = [
'{"incomplete": }',
'{"missing": "quote}',
'{"trailing": "comma",}',
'{"unclosed": [1, 2, 3}',
'not json at all',
'{"nested": {"broken": }'
]
for malformed_json in test_cases:
result, status = parse_properties_json(malformed_json)
assert "failed to parse" in status
assert result == malformed_json
if __name__ == "__main__":
pytest.main([__file__, "-v"])

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@ -0,0 +1,143 @@
"""
Tests for JSON string parameter parsing in manage_asset tool.
"""
import pytest
import json
from unittest.mock import Mock, AsyncMock
from tools.manage_asset import manage_asset
class TestManageAssetJsonParsing:
"""Test JSON string parameter parsing functionality."""
@pytest.mark.asyncio
async def test_properties_json_string_parsing(self, monkeypatch):
"""Test that JSON string properties are correctly parsed to dict."""
# Mock context
ctx = Mock()
ctx.info = Mock()
ctx.warning = Mock()
# Patch Unity transport
async def fake_async(cmd, params, loop=None):
return {"success": True, "message": "Asset created successfully", "data": {"path": "Assets/Test.mat"}}
monkeypatch.setattr("tools.manage_asset.async_send_command_with_retry", fake_async)
# Test with JSON string properties
result = await manage_asset(
ctx=ctx,
action="create",
path="Assets/Test.mat",
asset_type="Material",
properties='{"shader": "Universal Render Pipeline/Lit", "color": [0, 0, 1, 1]}'
)
# Verify JSON parsing was logged
ctx.info.assert_any_call("manage_asset: coerced properties from JSON string to dict")
# Verify the result
assert result["success"] is True
assert "Asset created successfully" in result["message"]
@pytest.mark.asyncio
async def test_properties_invalid_json_string(self, monkeypatch):
"""Test handling of invalid JSON string properties."""
ctx = Mock()
ctx.info = Mock()
ctx.warning = Mock()
async def fake_async(cmd, params, loop=None):
return {"success": True, "message": "Asset created successfully"}
monkeypatch.setattr("tools.manage_asset.async_send_command_with_retry", fake_async)
# Test with invalid JSON string
result = await manage_asset(
ctx=ctx,
action="create",
path="Assets/Test.mat",
asset_type="Material",
properties='{"invalid": json, "missing": quotes}'
)
# Verify behavior: no coercion log for invalid JSON; warning may be emitted by some runtimes
assert not any("coerced properties" in str(c) for c in ctx.info.call_args_list)
assert result.get("success") is True
@pytest.mark.asyncio
async def test_properties_dict_unchanged(self, monkeypatch):
"""Test that dict properties are passed through unchanged."""
ctx = Mock()
ctx.info = Mock()
async def fake_async(cmd, params, loop=None):
return {"success": True, "message": "Asset created successfully"}
monkeypatch.setattr("tools.manage_asset.async_send_command_with_retry", fake_async)
# Test with dict properties
properties_dict = {"shader": "Universal Render Pipeline/Lit", "color": [0, 0, 1, 1]}
result = await manage_asset(
ctx=ctx,
action="create",
path="Assets/Test.mat",
asset_type="Material",
properties=properties_dict
)
# Verify no JSON parsing was attempted (allow initial Processing log)
assert not any("coerced properties" in str(c) for c in ctx.info.call_args_list)
assert result["success"] is True
@pytest.mark.asyncio
async def test_properties_none_handling(self, monkeypatch):
"""Test that None properties are handled correctly."""
ctx = Mock()
ctx.info = Mock()
async def fake_async(cmd, params, loop=None):
return {"success": True, "message": "Asset created successfully"}
monkeypatch.setattr("tools.manage_asset.async_send_command_with_retry", fake_async)
# Test with None properties
result = await manage_asset(
ctx=ctx,
action="create",
path="Assets/Test.mat",
asset_type="Material",
properties=None
)
# Verify no JSON parsing was attempted (allow initial Processing log)
assert not any("coerced properties" in str(c) for c in ctx.info.call_args_list)
assert result["success"] is True
class TestManageGameObjectJsonParsing:
"""Test JSON string parameter parsing for manage_gameobject tool."""
@pytest.mark.asyncio
async def test_component_properties_json_string_parsing(self, monkeypatch):
"""Test that JSON string component_properties are correctly parsed."""
from tools.manage_gameobject import manage_gameobject
ctx = Mock()
ctx.info = Mock()
ctx.warning = Mock()
def fake_send(cmd, params):
return {"success": True, "message": "GameObject created successfully"}
monkeypatch.setattr("tools.manage_gameobject.send_command_with_retry", fake_send)
# Test with JSON string component_properties
result = manage_gameobject(
ctx=ctx,
action="create",
name="TestObject",
component_properties='{"MeshRenderer": {"material": "Assets/Materials/BlueMaterial.mat"}}'
)
# Verify JSON parsing was logged
ctx.info.assert_called_with("manage_gameobject: coerced component_properties from JSON string to dict")
# Verify the result
assert result["success"] is True

View File

@ -178,9 +178,12 @@ def test_manage_asset_prefab_modify_request(monkeypatch):
return {"success": True}
# Patch the async function in the tools module
import tools.manage_asset
monkeypatch.setattr(tools.manage_asset,
import tools.manage_asset as tools_manage_asset
# Patch both at the module and at the function closure location
monkeypatch.setattr(tools_manage_asset,
"async_send_command_with_retry", fake_async)
# Also patch the globals of the function object (handles dynamically loaded module alias)
manage_asset.__globals__["async_send_command_with_retry"] = fake_async
async def run():
resp = await manage_asset(