* 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>
* Remove stray .meta file
* Add a new project that will do asset uploads
* Add asset store uploader
* refactor: Replace Debug.Log calls with McpLog helper across codebase
Standardize logging by replacing direct Debug.Log/LogWarning/LogError calls
with McpLog.Info/Warn/Error throughout helper classes and client registry.
Affected files:
- McpClientRegistry.cs
- GameObjectLookup.cs
- GameObjectSerializer.cs
- MaterialOps.cs
- McpConfigurationHelper.cs
- ObjectResolver.cs
- PropertyConversion.cs
- UnityJsonSerializer.cs
- UnityTypeResolver.cs
* feat: Add Asset Store release preparation script
Add prepare_unity_asset_store_release.py tool to automate Asset Store packaging:
- Stages temporary copy of MCPForUnity with Asset Store-specific edits
- Removes auto-popup setup window ([InitializeOnLoad] attribute)
- Renames menu entry to "Local Setup Window" for clarity
- Sets default HTTP base URL to hosted endpoint
- Defaults transport to HTTPRemote instead of HTTPLocal
- Supports dry-run mode and optional backup of existing Assets/MCPForUnity
* Show gif of MCP for Unity in Action
* Add shield with asset store link
* Update README to have asset store page unders installation section
* feat: Redesign GameObject API for better LLM ergonomics
## New Tools
- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)
## New Resources
- unity://scene/gameobject/{id}: Single GameObject data (no component serialization)
- unity://scene/gameobject/{id}/components: All components (paginated)
- unity://scene/gameobject/{id}/component/{name}: Single component by type
## Updated
- manage_scene get_hierarchy: Now includes componentTypes array
- manage_gameobject: Slimmed to lifecycle only (create, modify, delete)
- Legacy actions (find, get_components, etc.) log deprecation warnings
## Extracted Utilities
- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic
## Test Coverage
- 76 new Unity EditMode tests for ManageGameObject actions
- 21 new pytest tests for Python tools/resources
- New NL/T CI suite for GameObject API (GO-0 to GO-5)
Addresses LLM confusion with parameter overload by splitting into
focused tools and read-only resources.
* feat: Add static gameobject_api helper resource for UI discoverability
Adds unity://scene/gameobject-api resource that:
- Shows in Cursor's resource list UI (no parameters needed)
- Documents the parameterized gameobject resources
- Explains the workflow: find_gameobjects → read resource
- Lists examples and related tools
* feat: Add GO tests to main NL/T CI workflow
- Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml
- Includes retry logic for incomplete GO tests
- Updates all regex patterns to recognize GO-* test IDs
- Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5)
- Updates default_titles for GO tests in markdown summary
- Keeps separate claude-gameobject-suite.yml for standalone runs
* feat: Add GameObject API stress tests and NL/T suite updates
Stress Tests (12 new tests):
- BulkCreate small/medium batches
- FindGameObjects pagination with by_component search
- AddComponents to single object
- GetComponents with full serialization
- SetComponentProperties (complex Rigidbody)
- Deep hierarchy creation and path lookup
- GetHierarchy with large scenes
- Resource read performance tests
- RapidFire create-modify-delete cycles
NL/T Suite Updates:
- Added GO-0..GO-10 tests in nl-gameobject-suite.md
- Fixed tool naming: mcp__unity__ → mcp__UnityMCP__
Other:
- Fixed LongUnityScriptClaudeTest.cs compilation errors
- Added reports/, .claude/local/, scripts/local-test/ to .gitignore
All 254 EditMode tests pass (250 run, 4 explicit skips)
* fix: Address code review feedback
- ParamCoercion: Use CultureInfo.InvariantCulture for float parsing
- ManageComponents: Move Transform removal check before GetComponent
- ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages
- VectorParsing: Document that quaternions are not auto-normalized
- gameobject.py: Prefix unused ctx parameter with underscore
* fix: Address additional code review feedback
- ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate
- ManageComponents: Log warnings when SetPropertiesOnComponent fails
- GameObjectLookup: Make FindComponentType public for reuse
- gameobject.py: Extract _normalize_response helper to reduce duplication
- gameobject.py: Add TODO comment for unused typed response classes
* fix: Address more code review feedback
NL/T Prompt Fixes:
- nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools
- nl-gameobject-suite.md: Fix parameter names (component_type, properties)
- nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools
Test Fixes:
- GameObjectAPIStressTests: Add null check to ToJObject helper
- GameObjectAPIStressTests: Clarify AudioSource usage comment
- ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water'
- LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget)
* docs: Add documentation for API limitations and behaviors
- GameObjectLookup.SearchByPath: Document and warn that includeInactive
has no effect (Unity API limitation)
- ManageComponents.TrySetProperty: Document case-insensitive lookup behavior
* More test fixes and tighten parameters on python tools
* fix: Align test expectation with implementation error message case
* docs: update README tools and resources lists
- Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity
- Add missing resources: gameobject_api, editor_state_v2
- Make descriptions more concise across all tools and resources
- Ensure documentation matches current MCP server functionality
* fix: Address code review feedback
- ParamCoercion: Use InvariantCulture for int/double parsing consistency
- ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo)
- ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType
- GameObjectLookup: Add explanatory comment to empty catch block
- gameobject.py: Extract _validate_instance_id helper to reduce duplication
- Tests: Fix assertion for instanceID (Unity IDs can be negative)
* chore: Remove accidentally committed test artifacts
- Remove Materials folder (40 .mat files from interactive testing)
- Remove Shaders folder (5 noise shaders from testing)
- Remove test scripts (Bounce*, CylinderBounce* from testing)
- Remove Temp.meta and commit.sh
* test: Improve delete tests to verify actual deletion
- Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed
- Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check
- Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior
- Delete_Success_ReturnsDeletedCount: Verify count value if present
All tests now verify deletion occurred rather than just checking for a result.
* refactor: remove deprecated manage_gameobject actions
- Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property
- Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs)
- Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action)
- Remove deprecated test methods from ManageGameObjectTests.cs
- Add GameObject resource URIs to README documentation
- Add batch_execute performance tips to README, tool description, and gameobject_api resource
- Enhance batch_execute description to emphasize 10-100x performance gains
Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward.
* fix: Remove starlette stubs from conftest.py
Starlette is now a proper dependency via the mcp package, so we don't need
to stub it anymore. The real package handles all HTTP transport needs.