Commit Graph

624 Commits (2c20ddcd102ff94131875c774adfb59fe1b03f8a)

Author SHA1 Message Date
dsarno f4a8b05094
Clean up Unity and Python tests (#548)
* Test suite audit: remove placeholders, consolidate duplicates, fix stale tests

Python tests:
- Delete 3 vestigial placeholder files (test_script_editing.py, test_find_in_file_minimal.py, test_resources_api.py)
- Remove empty skip-marked tests from test_transport_framing.py and test_logging_stdout.py
- Consolidate DummyMCP/setup_tools() into test_helpers.py
- Fix flaky timing in test_telemetry_queue_worker.py (200ms → 500ms)
- Remove placeholder from test_instance_routing_comprehensive.py

C# tests:
- Consolidate MCPToolParameterTests.cs (755 → 361 lines, -52%)
- Fix 3 tests with stale "future feature" comments - features ARE implemented:
  - AutoGrow arrays (Phase 1.2)
  - Path normalization (Phase 1.1)
  - Bulk array mapping (Phase 3.1)
- Strengthen assertions in ManageGameObjectTests.cs and CommandRegistryTests.cs

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Address code review feedback: remove dead code, fix silent test skips

- Remove unused tools_struct setup in test_edit_normalization_and_noop.py
- Create test texture in EndToEnd_PropertyHandling_AllScenarios so
  texture-dependent scenarios (4, 5, 10) actually run instead of silently skipping
- Add texture cleanup in finally block

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 20:26:20 -08:00
Shutong Wu 53c0ed26ef
Refactor ClaudeCodeConfigurator to use JsonFileMcpConfigurator (#545)
The old CLI file map does not seem to work for the latest CC(V2.1.4), with errors that cannot recognize any symbols after uvx.exe, whether it be --no-cache, --refresh, or --from. I did not find any documentation change of why this cannot use.
I temporarily revert the current Claude Code registration to the old JSON way, which still works. Will look for a fix that could retain the CLI command usage.
2026-01-11 02:07:47 -05:00
Shutong Wu f2d56cfb22
Add support for 'standard' shader alias
Fix the no-parameter-material generation issue in URP setting
2026-01-10 23:17:44 -05:00
Berkant 4c9beaffde
feat: add test coverage tracking with pytest-cov (#512)
* feat: add test coverage tracking with pytest-cov

  - Add pytest-cov>=4.1.0 to dev dependencies
  - Configure coverage in pyproject.toml (run, report, html)
  - Integrate coverage reports into CI workflow
  - Update .gitignore for coverage artifacts
  - Document coverage usage in docs/README-DEV.md

  Current coverage baseline: 34.45%

* fix: correct TOML escaping and remove redundant

* docs: add Chinese translation for code coverage section

* fix: regenerate uv.lock to resolve merge conflict
2026-01-08 17:32:44 -04:00
Marcus Sanatan 49587a84cc
Update URL for v9 (#537) 2026-01-08 17:30:58 -04:00
Marcus Sanatan 41664178aa
CI Updates (#536)
* Update the major tag of a version as well when publishing to Docker

Useful for the asset store releases

* feat: trigger publish workflows automatically after version bump and release creation

It should work in theory, and correctly release to Docker and pypi via tags.

* feat: consolidate release workflows into single pipeline with reusable actions

Refactored version bump, Docker publish, and PyPI publish workflows into a unified release pipeline that runs sequentially. Created reusable composite actions for Docker and PyPI publishing to eliminate duplication.

Changes:
- Rename bump-version.yml to release.yml with three jobs: bump, publish_docker, publish_pypi
- Create .github/actions/publish-docker/action.yml with configurable inputs for image, version, branch
2026-01-08 16:37:52 -04:00
GitHub Actions 85198a07ea chore: bump version to 9.0.3 2026-01-08 16:01:52 +00:00
dsarno 7d58053f87
fix: replace Editor-only McpLog with Debug.LogWarning in Runtime assembly (#535)
- UnityTypeConverters.cs referenced McpLog (Editor-only) from Runtime asmdef
- This caused CS0103 build errors in player builds
- Replaced with UnityEngine.Debug.LogWarning for runtime compatibility

Also cleaned up test file:
- Removed stale NL test artifacts (Build marker, Tail test comments)
- Removed unused local functions causing CS8321 warnings
2026-01-08 07:59:05 -08:00
GitHub Actions bf6603d89e chore: bump version to 9.0.2 2026-01-08 15:18:45 +00:00
dsarno cba0933d33
Fixes Windows installation failures caused by long path issues when cloning the full repository via git URL (MAX_PATH 260 char limit exceeded by files in TestProjects/). (#534)
* fix: use PyPI as default server source instead of git URL

Fixes Windows installation failures caused by long path issues when
cloning the full repository (MAX_PATH 260 char limit exceeded).

- Change default from git+https://github.com/CoplayDev/unity-mcp to
  mcpforunityserver=={version} PyPI package
- Rename GetMcpServerGitUrl() to GetMcpServerPackageSource()
- Keep deprecated wrapper for backwards compatibility
- Update UI help text to show local dev override example only
- Update tests to expect PyPI package reference

* fix: use forward slashes in deployment path display

Fixes UI rendering issue where backslashes in Windows paths were
interpreted as escape sequences (e.g. \U, \u showing as boxes).

Convert backslashes to forward slashes for display in:
- Target path label
- Backup path label
2026-01-08 07:14:44 -08:00
GitHub Actions 275422e765 chore: bump version to 9.0.1 2026-01-08 05:50:55 +00:00
Marcus Sanatan a17df1e4c9
feat(batch_execute): improve error handling with success detection and fail-fast support (#531)
- Add DetermineCallSucceeded() to check command success via IMcpResponse interface or JObject/JToken 'success' field
- Track invocationFailureCount and set anyCommandFailed flag when commands fail
- Implement fail-fast behavior to stop batch execution on first failure when failFast=true
- Update commandResults to use computed callSucceeded value instead of hardcoded true

feat(game_object_create): enhance asset
2026-01-08 01:44:32 -04:00
GitHub Actions ea55c443bf chore: bump version to 9.0.0 2026-01-08 04:22:09 +00:00
dsarno cb4e2c9ef7
Fix HTTP/Stdio Transport UX and Test Bug (#530)
* 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

* 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.

* 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

* 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

* fix: stdio transport survives test runs without UI flicker

Root cause: WriteToConfigTests.TearDown() was unconditionally deleting
UseHttpTransport EditorPref even when tests were skipped on Windows
(NUnit runs TearDown even after Assert.Ignore).

Changes:
- Fix WriteToConfigTests to save/restore prefs instead of deleting
- Add centralized ShouldForceUvxRefresh() for local dev path detection
- Clean stale Python build/ artifacts before client configuration
- Improve reload handler flag management to prevent stuck Resuming state
- Show Resuming status during stdio bridge restart
- Initialize client config display on window open
- Add DevModeForceServerRefresh to EditorPrefs window known types

---------

Co-authored-by: Marcus Sanatan <msanatan@gmail.com>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-07 23:33:22 -04:00
Marcus Sanatan 34b6a11eb6
feat: Mark setup as completed when user clicks Done button (#529)
Closes #523
2026-01-07 18:58:36 -04:00
sjennings 5e21f120dd
Fix issue #525: Save dirty scenes for all test modes (#527)
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.

Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
2026-01-07 18:53:53 -04:00
Marcus Sanatan c0fd7d50d4
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>
2026-01-07 18:51:51 -04:00
David Sarno 7de4d0fab4 fix: resolve duplicate ParseVector4 method after merge 2026-01-07 08:17:43 -08:00
dsarno 552b2d3aae
Harden `manage_scriptable_object` Tool (#522)
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping

Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices

Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs

Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties

Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields

Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating

Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation

* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool

- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
  * Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
  * Gracefully default missing optional fields to 0
  * Clear error messages for malformed structures

- Implement TrySetQuaternion() with 4 input formats:
  * Euler array [x, y, z] - 3 elements interpreted as degrees
  * Raw array [x, y, z, w] - 4 components
  * Object format {x, y, z, w} - explicit components
  * Explicit euler {euler: [x, y, z]} - labeled format

- Improve error handling:
  * Null values: AnimationCurve→empty, Quaternion→identity
  * Invalid inputs rejected with specific, actionable error messages
  * Validate keyframe objects and array sizes

- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
  * AnimationCurve with keyframe array format
  * AnimationCurve with direct array (no wrapper)
  * Quaternion via Euler angles
  * Quaternion via raw components
  * Quaternion via object format
  * Quaternion via explicit euler property

- Fix test file compilation issues:
  * Replace undefined TestFolder with _runRoot
  * Add System.IO using statement

* refactor: consolidate test utilities to eliminate duplication

- Add TestUtilities.cs with shared helpers:
  - ToJObject() - consolidates 11 duplicates across test files
  - EnsureFolder() - consolidates 2 duplicates
  - WaitForUnityReady() - consolidates 2 duplicates
  - FindFallbackShader() - consolidates shader chain duplicates
  - SafeDeleteAsset() - helper for asset cleanup
  - CleanupEmptyParentFolders() - standardizes TearDown cleanup

- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability

* fix: add missing animCurve and rotation fields to ComplexStressSO

Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 10:46:35 -04:00
Shutong Wu 3090a014fb
Add manage_vfx operation to README 2026-01-07 01:49:38 -05:00
Shutong Wu d285c8d936
[FEATURE]: Manage VFX function (#520)
Feature: Add ManageVFX

Add ManageVFX to the current function, support:
1. Modify LineRender, TrailRender properties
2. Modify particle system (legacy) properties
3. Modify VisualEffectGraph and use templates (does not support edit graph yet)

* Update Server/src/services/tools/utils.py

Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>

* Update Server/src/services/tools/manage_vfx.py

Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>

* Update ManageVFX.cs

Added 6 helper methods :
ApplyCommonRendererProperties - Handles shadows, lighting, probes, sorting, rendering layer (used by ParticleSetRenderer, LineSetProperties, TrailSetProperties)
GetCommonRendererInfo - Returns common renderer info for GetInfo methods
ApplyWidthProperties - Generic width handling (used by LineSetWidth, TrailSetWidth)
ApplyColorProperties - Generic color handling with fadeEndAlpha option (used by LineSetColor, TrailSetColor)
SetRendererMaterial - Generic material assignment (used by LineSetMaterial, TrailSetMaterial)
ApplyLineTrailProperties - Shared Line/Trail properties like alignment, textureMode, numCornerVertices (used by LineSetProperties, TrailSetProperties)

* Optimize the code structure

Declutter the redundant files by adding RendererHelpers and VectorParsing.cs

* Minor Fixes

Minor Fixes based on AI-feedback

* Fixes

---------

Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
2026-01-07 01:47:32 -05:00
Marcus Sanatan 22e52664cd
Asset store helper script + updated README (#521)
* 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
2026-01-07 01:33:20 -04:00
dsarno 5511a2b8ad
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519)
* feat: Redesign GameObject API for better LLM ergonomics

- find_gameobjects: Search GameObjects, returns paginated instance IDs only
- manage_components: Component lifecycle (add, remove, set_property)

- 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

- 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

- ParamCoercion: Centralized int/bool/float/string coercion
- VectorParsing: Vector3/Vector2/Quaternion/Color parsing
- GameObjectLookup: Centralized GameObject search logic

- 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 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 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: 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

* 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

* 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.

* refactor: consolidate shared services across MCP tools

Major architectural improvements:
- Create UnityJsonSerializer for shared JSON/Unity type conversion
- Create ObjectResolver for unified object resolution (GameObjects, Components, Assets)
- Create UnityTypeResolver for consolidated type resolution with caching
- Create PropertyConversion for unified JSON→Unity property conversion
- Create ComponentOps for low-level component operations
- Create Pagination helpers for standardized pagination across tools

Tool simplifications:
- ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers
- ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType
- ManageScriptableObject: Remove ~40 lines duplicate ResolveType
- ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved)
- ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns
- FindGameObjects: Use PaginationRequest/PaginationResponse
- GameObjectLookup: FindComponentType delegates to UnityTypeResolver

Tests: 242/246 passed, 4 skipped (expected)

* Apply code review feedback: consolidate utilities and improve compatibility

Python Server:
- Extract normalize_properties() to shared utils.py (removes duplication)
- Move search_term validation before preflight() for fail-fast
- Fix manage_script.py documentation (remove incorrect 'update' reference)
- Remove stale comments in execute_menu_item.py, manage_editor.py
- Remove misleading destructiveHint from manage_shader.py

C# Unity:
- Add Vector4Converter (commonly used, was missing)
- Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType
- Add path normalization in ObjectResolver before StartsWith check
- Improve ComponentOps.SetProperty conversion error detection
- Add Undo.RecordObject in ManageComponents before property modifications
- Improve error message clarity in ManageMaterial.cs
- Add defensive error handling to stress test ToJObject helper
- Increase CI timeout thresholds for test stability

GitHub Workflows:
- Fix GO test sorting in markdown output (GO-10 now sorts after GO-9)
- Add warning logging for fragment parsing errors

* Fix animator hash names in test fixture to match parameter names

BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the
actual animator parameter names.

* fix(windows): improve HTTP server detection and auto-start reliability

- Fix netstat detection on Windows by running netstat.exe directly instead
  of piping through findstr (findstr returns exit code 1 when no matches,
  causing false detection failures)
- Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle
  slow server starts during first install, version upgrades, and dev mode
- Only attempt blind connection after 20 failed detection attempts to reduce
  connection error spam during server startup
- Remove verbose debug logs that were spamming the console every frame

* fix: auto-create tags and remove deprecated manage_gameobject actions

- ManageGameObject.cs: Check tag existence before setting; auto-create
  undefined tags using InternalEditorUtility.AddTag() instead of relying
  on exception handling (Unity logs warning, doesn't throw)
- manage_gameobject.py: Remove deprecated actions (find, get_components,
  add_component, remove_component, set_component_property, get_component)
  from Literal type - these are now handled by find_gameobjects and
  manage_components tools
- Update test suite and unit tests to reflect new auto-create behavior

* fix: address code review feedback

Bug fixes:
- Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload)
- Fix property lookup to try both original and normalized names for backwards compat
- Remove dead code for deprecated 'find' action validation
- Update error message to list only valid actions

Improvements:
- Add destructiveHint=True to manage_shader tool
- Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors
- Consolidate PropertyConversion exception handlers to single catch block
- Add tag existence assertion and cleanup in tag auto-creation tests

Test fixes:
- Update SetComponentProperties_ContinuesAfterException log regex for new error format
- Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-06 12:58:17 -08:00
dsarno dbdaa546b2
🎮 GameObject Toolset Redesign and Streamlining (#518)
* 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.
2026-01-06 10:13:45 -08:00
Bryan Thompson 9d5a817540
feat: Add tool annotations for improved LLM tool understanding (#480)
* feat: Add tool annotations for improved LLM tool understanding

Add readOnlyHint and destructiveHint annotations to all 23 tools
to help LLMs better understand tool behavior and make safer decisions.

Changes:
- Added readOnlyHint: true to 5 read-only tools:
  - debug_request_context, find_in_file, validate_script,
    manage_script_capabilities, get_sha
- Added destructiveHint: true to 18 tools that modify data:
  - All CRUD tools, execution tools, and state-modifying tools
- Added title annotations for human-readable display
- Imported ToolAnnotations from mcp.types in all tool files

This improves tool safety metadata for MCP clients.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* docs: Clarify dual-purpose tool behavior in annotations

Address Sourcery AI review feedback by updating descriptions for
batch_execute and manage_* tools to clarify their safety characteristics
depend on the specific actions/operations being performed.

Updated tools:
- batch_execute: clarifies safety depends on contained tools
- read_console: clarifies 'get' is read-only, 'clear' is destructive
- manage_asset: lists read-only vs destructive actions
- manage_gameobject: lists read-only vs destructive actions
- manage_scene: lists read-only vs destructive actions
- manage_editor: lists read-only vs destructive actions
- manage_material: lists read-only vs destructive actions
- manage_shader: lists read-only vs destructive actions
- manage_script: lists read-only vs destructive actions

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>

* fix: Remove destructiveHint from mixed-behavior tools

Address maintainer feedback on annotation semantics. Tools that
have both read-only and modifying actions based on the 'action'
parameter should not be marked as destructive.

Changed to title-only annotations:
- manage_gameobject (find/get vs create/modify/delete)
- manage_scene (get_hierarchy vs create/load/save)
- manage_prefabs (open_stage vs save/create)
- manage_material (ping/get vs create/set)
- manage_shader (read vs create/update/delete)
- manage_editor (telemetry_status vs play/pause)
- manage_script router (read vs create/delete)
- batch_execute (depends on contained operations)
- execute_menu_item (behavior varies by menu item)
- execute_custom_tool (behavior varies by custom tool)
- read_console (get vs clear - ephemeral UI state)

Kept destructiveHint=True for always-destructive tools:
- apply_text_edits (always writes files)
- create_script (always creates files)
- delete_script (always deletes files)
- script_apply_edits (always writes files)
- run_tests (always executes tests)
- set_active_instance (always modifies session)

* fix: Remove destructiveHint from set_active_instance

set_active_instance is a session-scoped operation that switches which
Unity instance is active. It doesn't persist data and is easily reversible,
so it should not be marked as destructive.

* fix: Re-apply destructiveHint per maintainer guidance on MCP spec

Per maintainer feedback referencing MCP docs, tools should have
destructiveHint=True if they MAY perform a destructive action,
even if they also support read-only operations.

Re-applied to tools that can destroy Unity resources:
- manage_gameobject, manage_scene, manage_prefabs
- manage_material, manage_shader, manage_script
- manage_asset, batch_execute
- execute_menu_item, execute_custom_tool

Kept as-is (no destructiveHint):
- read_console (clearing is ephemeral UI state)
- set_active_instance (session toggle, not destructive)
- manage_editor (no destructive actions)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

* feat: Add tool annotations to manage_scriptable_object

Per reviewer request (@dsarno), add ToolAnnotations with destructiveHint=True
to manage_scriptable_object tool since it can create/modify ScriptableObject assets.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

* feat: Add tool annotations to new async test and refresh tools

Add readOnlyHint and destructiveHint annotations to tools added
since the last commit:

- refresh_unity: destructiveHint=True (triggers asset DB refresh)
- run_tests_async: destructiveHint=True (starts test execution)
- get_test_job: readOnlyHint=True (queries job status only)

Also regenerate uv.lock after rebase.

---------

Co-authored-by: triepod-ai <noreply@github.com>
Co-authored-by: Claude <noreply@anthropic.com>
Co-authored-by: triepod-ai <199543909+triepod-ai@users.noreply.github.com>
2026-01-05 16:20:34 -08:00
dsarno 2a1e56a5ee
fix: Multi-session UI improvements and HTTP instance recognition (#517)
* fix: Multi-session UI improvements and HTTP instance recognition

- Separate server and session lifecycle in HTTP Local mode
  - Show 'Start Server' / 'Stop Server' button for server control
  - Show 'Start Session' / 'End Session' button when server is running
  - No auto-join on server start (requires manual session start)
- Show instance name instead of port in session status (e.g. 'Session Active (ramble)')
- Use native project_hash for HTTP instance recognition instead of computed SHA256
- Fix test expectations for manage_asset JSON parsing error messages

* fix: Multi-session UI improvements and HTTP instance recognition

- Separate server and session lifecycle in HTTP Local mode
  - Show 'Start Server' / 'Stop Server' button for server control
  - Show 'Start Session' / 'End Session' button when server is running
  - Auto-start session when THIS instance starts the server
  - Require manual session start when connecting to external server
  - Auto-detect and end orphaned sessions when server stops
- Show instance name instead of port in session status
- Use native project_hash for HTTP instance recognition
  - Guard against empty hash with warning log
- Remove dead code (duplicate _safe_response)
- Add defensive path handling for instance name extraction
2026-01-05 16:05:38 -08:00
dsarno d6a1a9b9e3
Fix read_console default to include logs (#515) 2026-01-04 23:20:32 -08:00
GitHub Actions 756fc0090d chore: bump version to 8.7.1 2026-01-05 01:58:40 +00:00
dsarno b0f7a80df0
Codex/optimize and paginate read console tool (#511)
* Optimize read_console defaults and paging

* Fix read_console truncate test expectations

* Reduce read_console default count from 50 to 10

Further optimize token usage by reducing the default count from 50 to 10 entries. Even 10-20 messages with stack traces can be token-heavy. Added tests for default behavior and paging functionality. Updated tool description to document defaults and paging support.

* Fix ReadConsoleTests to include log type messages

The default types filter changed to ['error', 'warning'] (excluding 'log'), so tests using Debug.Log() need to explicitly request log messages. Also added format='detailed' to HandleCommand_Get_Works test since it accesses structured message fields.

* Address CodeRabbit review feedback

- Fix property naming consistency: next_cursor -> nextCursor (C# camelCase)
- Remove redundant EndGettingEntries call from catch block (already in finally)
- Extract stacktrace stripping to helper function (reduce duplication)
- Fix test mock to match actual C# response structure (items, nextCursor, truncated, total)

* perf: add early exit optimization for ReadConsole paging

- Add early exit in paging loop once page is filled, avoiding iteration
  through remaining console entries (total becomes 'at least N')
- Prefix unused mock arguments with underscores in test_read_console_truncate.py
  to suppress Ruff linter warnings

* refactor: give pageSize independent default, clarify count semantics

- Change pageSize resolution from 'pageSize ?? count ?? 50' to 'pageSize ?? 50'
  so pageSize has its own default independent of count
- count now only serves as the non-paging limit
- Add XML docs to GetConsoleEntries with clear parameter descriptions
- Update Python tool annotations to document pageSize default (50) and
  clarify that count is ignored when paging
2026-01-04 14:46:52 -08:00
dsarno 96b81caf26
Codex/implement bounded retry policy for unity (#510)
* Add editor readiness v2, refresh tool, and preflight guards

* Detect external package changes and harden refresh retry

* feat: add TestRunnerNoThrottle and async test running with background stall prevention

- Add TestRunnerNoThrottle.cs: Sets editor to 'No Throttling' mode during test runs
  with SessionState persistence across domain reload
- Add run_tests_async and get_test_job tools for non-blocking test execution
- Add TestJobManager for async test job tracking with progress monitoring
- Add ForceSynchronousImport to all AssetDatabase.Refresh() calls to prevent stalls
- Mark DomainReloadResilienceTests as [Explicit] with documentation explaining
  the test infrastructure limitation (internal coroutine waits vs MCP socket polling)
- MCP workflow is unaffected - socket messages provide external stimulus that
  keeps Unity responsive even when backgrounded

* refactor: simplify and clean up code

- Remove unused Newtonsoft.Json.Linq import from TestJobManager
- Add throttling to SessionState persistence (once per second) to reduce overhead
- Critical job state changes (start/finish) still persist immediately
- Fix duplicate XML summary tag in DomainReloadResilienceTests

* docs: add async test tools to README, document domain reload limitation

- Add run_tests_async and get_test_job to main README tools list
- Document background stall limitation for domain reload tests in DEV readme

* ci: add separate job for domain reload tests

Run [Explicit] domain_reload tests in their own job using -testCategory

* ci: run domain reload tests in same job as regular tests

Combines into single job with two test steps to reuse cached Library

* fix: address coderabbit review issues

- Fix TOCTOU race in TestJobManager.StartJob (single lock scope for check-and-set)
- Store TestRunnerApi reference with HideAndDontSave to prevent GC/serialization issues

* docs: update tool descriptions to prefer run_tests_async

- run_tests_async is now marked as preferred for long-running suites
- run_tests description notes it blocks and suggests async alternative

* docs: update README screenshot to v8.6 UI

* docs: add v8.6 UI screenshot

* docs: update v8.6 UI screenshot

* docs: update v8.6 UI screenshot

* docs: update v8.6 UI screenshot

* Update README for MCP version and instructions for v8.7

* fix: handle preflight busy signals and derive job status from test results

- manage_asset, manage_gameobject, manage_scene now check preflight return
  value and propagate busy/retry signals to clients (fixes Sourcery #1)
- TestJobManager.FinalizeCurrentJobFromRunFinished now sets job status to
  Failed when resultPayload.Failed > 0, not always Succeeded (fixes Sourcery #2)

* fix: increase HTTP server startup timeout for dev mode

When 'Force fresh server install' is enabled, uvx uses --no-cache --refresh
which rebuilds the package and takes significantly longer to start.

- Increase timeout from 10s to 45s when dev mode is enabled
- Add informative log message explaining the longer startup time
- Show actual timeout value in warning message

* fix: derive job status from test results in FinalizeFromTask fallback

Apply same logic as FinalizeCurrentJobFromRunFinished: check result.Failed > 0
to correctly mark jobs as Failed when tests fail, even in the fallback path
when RunFinished callback is not delivered.

* Bound Unity reload/session waits

* refactor: improve env var parsing and reason extraction

Address code review feedback:

- Catch ValueError specifically (instead of broad Exception) when parsing
  UNITY_MCP_RELOAD_MAX_WAIT_S, UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S, and
  UNITY_MCP_SESSION_READY_WAIT_SECONDS, with logging for easier diagnosis
  of misconfiguration

- Normalize reason values to lowercase in _extract_response_reason() to
  avoid case-sensitive mismatches in comparisons

- Simplify refresh_unity.py by removing redundant isinstance check and
  reusing _extract_response_reason instead of duplicating reason parsing

* Add upper bound clamp and custom exception for bounded retry

- Add upper bound (30s) to UNITY_MCP_RELOAD_MAX_WAIT_S to prevent
  misconfiguration from causing excessive waits
- Add upper bound (30s) to UNITY_MCP_SESSION_RESOLVE_MAX_WAIT_S for
  consistency with readiness probe
- Introduce NoUnitySessionError custom exception to replace fragile
  string matching in send_command_for_instance

Addresses code review feedback for bounded retry policy PR.
2026-01-04 14:45:05 -08:00
Shutong Wu 6bbf137685
.Meta file for CherryStudio 2026-01-04 12:38:40 -05:00
Berkant 46b844a56f
Add Cherry Studio MCP client support (#505)
* Add Cherry Studio MCP client support

* Fix misleading message in HTTP mode for Cherry Studio

* Address code review feedback
2026-01-03 23:00:13 -05:00
GitHub Actions 5afa2960f8 chore: bump version to 8.7.0 2026-01-03 20:46:18 +00:00
dsarno 711768d064
Async Test Infrastructure & Editor Readiness Status + new refresh_unity tool (#507)
* Add editor readiness v2, refresh tool, and preflight guards

* Detect external package changes and harden refresh retry

* feat: add TestRunnerNoThrottle and async test running with background stall prevention

- Add TestRunnerNoThrottle.cs: Sets editor to 'No Throttling' mode during test runs
  with SessionState persistence across domain reload
- Add run_tests_async and get_test_job tools for non-blocking test execution
- Add TestJobManager for async test job tracking with progress monitoring
- Add ForceSynchronousImport to all AssetDatabase.Refresh() calls to prevent stalls
- Mark DomainReloadResilienceTests as [Explicit] with documentation explaining
  the test infrastructure limitation (internal coroutine waits vs MCP socket polling)
- MCP workflow is unaffected - socket messages provide external stimulus that
  keeps Unity responsive even when backgrounded

* refactor: simplify and clean up code

- Remove unused Newtonsoft.Json.Linq import from TestJobManager
- Add throttling to SessionState persistence (once per second) to reduce overhead
- Critical job state changes (start/finish) still persist immediately
- Fix duplicate XML summary tag in DomainReloadResilienceTests

* docs: add async test tools to README, document domain reload limitation

- Add run_tests_async and get_test_job to main README tools list
- Document background stall limitation for domain reload tests in DEV readme

* ci: add separate job for domain reload tests

Run [Explicit] domain_reload tests in their own job using -testCategory

* ci: run domain reload tests in same job as regular tests

Combines into single job with two test steps to reuse cached Library

* fix: address coderabbit review issues

- Fix TOCTOU race in TestJobManager.StartJob (single lock scope for check-and-set)
- Store TestRunnerApi reference with HideAndDontSave to prevent GC/serialization issues

* docs: update tool descriptions to prefer run_tests_async

- run_tests_async is now marked as preferred for long-running suites
- run_tests description notes it blocks and suggests async alternative

* docs: update README screenshot to v8.6 UI

* docs: add v8.6 UI screenshot

* Update README for MCP version and instructions for v8.7

* fix: handle preflight busy signals and derive job status from test results

- manage_asset, manage_gameobject, manage_scene now check preflight return
  value and propagate busy/retry signals to clients (fixes Sourcery #1)
- TestJobManager.FinalizeCurrentJobFromRunFinished now sets job status to
  Failed when resultPayload.Failed > 0, not always Succeeded (fixes Sourcery #2)

* fix: increase HTTP server startup timeout for dev mode

When 'Force fresh server install' is enabled, uvx uses --no-cache --refresh
which rebuilds the package and takes significantly longer to start.

- Increase timeout from 10s to 45s when dev mode is enabled
- Add informative log message explaining the longer startup time
- Show actual timeout value in warning message

* fix: derive job status from test results in FinalizeFromTask fallback

Apply same logic as FinalizeCurrentJobFromRunFinished: check result.Failed > 0
to correctly mark jobs as Failed when tests fail, even in the fallback path
when RunFinished callback is not delivered.
2026-01-03 12:42:32 -08:00
Shutong Wu 191b730a47
Update GUID in Models.meta file 2026-01-02 11:10:03 -05:00
GitHub Actions f205f157e6 chore: bump version to 8.6.0 2026-01-02 05:53:04 +00:00
dsarno 9b153b6561
ManageGameObject/Material + auto-select sole Unity instance (#502)
- ManageGameObject: support componentsToAdd string array + apply top-level componentProperties

- ManageMaterial: safer create + optional color input with configurable property

- Server: auto-select sole Unity instance middleware + integration tests
2026-01-01 21:04:10 -08:00
dsarno 35a5c75596
Feature/run tests summary clean (#501)
* Optimize run_tests to return summary by default, reducing token usage by 98%

- Add includeFailedTests parameter: returns only failed/skipped test details
- Add includeDetails parameter: returns all test details (original behavior)
- Default behavior now returns summary only (~150 tokens vs ~13k tokens)
- Make results field optional in Python schema for backward compatibility

Token savings:
- Default: ~13k tokens saved (98.9% reduction)
- With failures: minimal tokens (only non-passing tests)
- Full details: same as before when explicitly requested

This prevents context bloat for typical test runs where you only need
pass/fail counts, while still allowing detailed debugging when needed.

* Add warning when run_tests filters match no tests; fix test organization

TDD Feature:
- Add warning message when filter criteria match zero tests
- New RunTestsTests.cs validates message formatting logic
- Modified RunTests.cs to append "(No tests matched the specified filters)" when total=0

Test Organization Fixes:
- Move MCPToolParameterTests.cs from EditMode/ to EditMode/Tools/ (matches folder hierarchy)
- Fix inconsistent namespaces to MCPForUnityTests.Editor.{Subfolder}:
  - MCPToolParameterTests: Tests.EditMode → MCPForUnityTests.Editor.Tools
  - DomainReloadResilienceTests: Tests.EditMode.Tools → MCPForUnityTests.Editor.Tools
  - Matrix4x4ConverterTests: MCPForUnityTests.EditMode.Helpers → MCPForUnityTests.Editor.Helpers

* Refactor test result message formatting

* Simplify RunTests warning assertions

* Tests: de-flake cold-start EditMode runs

- Make ManageScriptableObjectTests setup yield-based with longer Unity-ready timeout

- Mark DomainReloadResilienceTests explicit to avoid triggering domain reload during Run All
2026-01-01 20:36:45 -08:00
dsarno c2a6b0ac7a
HTTP setup overhaul: transport selection (HTTP local/remote vs stdio), safer lifecycle, cleaner UI, better Claude Code integration (#499)
* Avoid blocking Claude CLI status checks on focus

* Fix Claude Code registration to remove existing server before re-registering

When registering with Claude Code, if a UnityMCP server already exists,
remove it first before adding the new registration. This ensures the
transport mode (HTTP vs stdio) is always updated to match the current
UseHttpTransport EditorPref setting.

Previously, if a stdio registration existed and the user tried to register
with HTTP, the command would fail with 'already exists' and the old stdio
configuration would remain unchanged.

* Fix Claude Code transport validation to parse CLI output format correctly

The validation code was incorrectly parsing the output of 'claude mcp get UnityMCP' by looking for JSON format ("transport": "http"), but the CLI actually returns human-readable text format ("Type: http"). This caused the transport mismatch detection to never trigger, allowing stdio to be selected in the UI while HTTP was registered with Claude Code.

Changes:
- Fix parsing logic to check for "Type: http" or "Type: stdio" in CLI output
- Add OnTransportChanged event to refresh client status when transport changes
- Wire up event handler to trigger client status refresh on transport dropdown change

This ensures that when the transport mode in Unity doesn't match what's registered with Claude Code, the UI will correctly show an error status with instructions to re-register.

* Fix Claude Code registration UI blocking and thread safety issues

This commit resolves three issues with Claude Code registration:

1. UI blocking: Removed synchronous CheckStatus() call after registration
   that was blocking the editor. Status is now set immediately with async
   verification happening in the background.

2. Thread safety: Fixed "can only be called from the main thread" errors
   by capturing Application.dataPath and EditorPrefs.GetBool() on the main
   thread before spawning async status check tasks.

3. Transport mismatch detection: Transport mode changes now trigger immediate
   status checks to detect HTTP/stdio mismatches, instead of waiting for the
   45-second refresh interval.

The registration button now turns green immediately after successful
registration without blocking, and properly detects transport mismatches
when switching between HTTP and stdio modes.

* Enforce thread safety for Claude Code status checks at compile time

Address code review feedback by making CheckStatusWithProjectDir thread-safe
by design rather than by convention:

1. Made projectDir and useHttpTransport parameters non-nullable to prevent
   accidental background thread calls without captured values

2. Removed nullable fallback to EditorPrefs.GetBool() which would cause
   thread safety violations if called from background threads

3. Added ArgumentNullException for null projectDir instead of falling back
   to Application.dataPath (which is main-thread only)

4. Added XML documentation clearly stating threading contracts:
   - CheckStatus() must be called from main thread
   - CheckStatusWithProjectDir() is safe for background threads

5. Removed unreachable else branch in async status check code

These changes make it impossible to misuse the API from background threads,
with compile-time enforcement instead of runtime errors.

* Consolidate local HTTP Start/Stop and auto-start session

* HTTP improvements: Unity-owned server lifecycle + UI polish

* Deterministic HTTP stop via pidfile+token; spawn server in terminal

* Fix review feedback: token validation, host normalization, safer casts

* Fix stop heuristics edge cases; remove dead pid capture

* Fix unity substring guard in stop heuristics

* Fix local server cleanup and connection checks

* Fix read_console default limits; cleanup Unity-managed server vestiges

* Fix unfocused reconnect stalls; fast-fail retryable Unity commands

* Simplify PluginHub reload handling; honor run_tests timeout

* Fix Windows Claude CLI status check threading
2026-01-01 17:08:51 -08:00
Marcus Sanatan b866a4cc42
Simplify default HTTP (#495)
* The default URL is already set when we call the function

* Remove placeholer for HTTP URL in the UI

When we load the UI, we use `HttpEndpointUtility.GetBaseUrl()`, so we don't need this
2025-12-30 00:44:57 -04:00
GitHub Actions ed802c11c0 chore: bump version to 8.5.0 2025-12-29 23:50:59 +00:00
Marcus Sanatan 1a7f4bb4a5
Optimise so startup is fast again (#494)
* Optimize tool loading so startup is fast again

We lazy load tools, remove the expensive AssetPath property, and reflect for only `McpForUnityToolAttribute`, so it's much faster.

A 6 second startup is now back to 400ms. Can still be optimised but this is good

* Remove .meta file from tests

The tests automatically cleans this up, so it likely got pushed by accident
2025-12-29 18:39:03 -04:00
Marcus Sanatan 6f080f5390
Edit editor configs (#493)
* Add EditorPrefs management window for MCP configuration debugging

Meant to help with dev and testing, not so much the average user

* Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Revert "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"

This reverts commit 09bb4e1d2582678bc87d0ace45f9d8c3c88c3203.

* Reapply "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"

This reverts commit 6ccbc5e478f0bd2b61c992ae60db0ca367d651ae.

* Fix EditorPrefs type detection using sentinel values and null handling

* Simplify EditorPrefs type detection using known type mapping and basic parsing

Replace complex sentinel-based type detection with a dictionary of known pref types and simple TryParse fallback for unknown keys. Remove null handling and HasKey checks for known keys since they're defined in EditorPrefKeys.

* Make the menu item more clear

* Remove rounded borders and spacing from EditorPrefs list items

Minor visual tweak [skip ci]

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-12-29 13:40:50 -04:00
Marcus Sanatan c770a8c713
Add EditorPrefs management window for MCP configuration debugging (#491)
* Add EditorPrefs management window for MCP configuration debugging

Meant to help with dev and testing, not so much the average user

* Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>

* Revert "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"

This reverts commit 09bb4e1d2582678bc87d0ace45f9d8c3c88c3203.

* Reapply "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"

This reverts commit 6ccbc5e478f0bd2b61c992ae60db0ca367d651ae.

* Fix EditorPrefs type detection using sentinel values and null handling

* Simplify EditorPrefs type detection using known type mapping and basic parsing

Replace complex sentinel-based type detection with a dictionary of known pref types and simple TryParse fallback for unknown keys. Remove null handling and HasKey checks for known keys since they're defined in EditorPrefKeys.

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-12-29 13:30:45 -04:00
GitHub Actions eea02d1a0d chore: bump version to 8.4.0 2025-12-29 04:58:32 +00:00
dsarno 35165e11b3
Payload-safe paging for hierarchy/components + safer asset search + docs (#490)
* Fix test teardown to avoid dropping MCP bridge

CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService).

* Avoid leaking PlatformService in CodexConfigHelperTests

Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests.

* Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools

* Remove UnityMCPTests stress artifacts and ignore Assets/Temp

* Ignore UnityMCPTests Assets/Temp only

* Clarify array_resize fallback logic comments

* Refactor: simplify action set and reuse slash sanitization

* Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools

* Fix: ensure asset name matches filename to suppress Unity warnings

* Fix: resolve Unity warnings by ensuring asset name match and removing redundant import

* Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset

* Hardening: reject Windows drive paths; clarify supported asset types

* Delete FixscriptableobjecPlan.md

* Paginate get_hierarchy and get_components to prevent large payload crashes

* dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval

* Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests

* chore: align uvx args + coercion helpers; tighten safety guidance

* chore: minor cleanup + stabilize EditMode SO tests
2025-12-28 20:57:57 -08:00
dsarno 28f60b42b0
feature/Add new manage_scriptable_object tool (#489)
* Fix test teardown to avoid dropping MCP bridge

CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService).

* Avoid leaking PlatformService in CodexConfigHelperTests

Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests.

* Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools

* Remove UnityMCPTests stress artifacts and ignore Assets/Temp

* Ignore UnityMCPTests Assets/Temp only

* Clarify array_resize fallback logic comments

* Refactor: simplify action set and reuse slash sanitization

* Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools

* Fix: ensure asset name matches filename to suppress Unity warnings

* Fix: resolve Unity warnings by ensuring asset name match and removing redundant import

* Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset

* Hardening: reject Windows drive paths; clarify supported asset types

* Delete FixscriptableobjecPlan.md

* docs: Add manage_scriptable_object tool description to README
2025-12-28 20:15:50 -08:00
dsarno 523e81bf15
Fix test teardown to avoid dropping MCP bridge (#487)
* Fix test teardown to avoid dropping MCP bridge

CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService).

* Avoid leaking PlatformService in CodexConfigHelperTests

Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests.
2025-12-26 11:50:42 -08:00
dsarno 8e3bd1d70c
Fix/ci cleanup (#484)
* CI: tighten NL/T reporting and fail job on missing/failed tests

* CI: include test titles in summary checklist
2025-12-24 13:12:26 -08:00
dsarno 91b6f4d8d6
Test/478 matrix4x4 serialization crash (#481)
* Fix #478: Add Matrix4x4Converter to prevent Cinemachine serialization crash

The `get_components` action crashes Unity when serializing Cinemachine
camera components because Newtonsoft.Json accesses computed Matrix4x4
properties (lossyScale, rotation) that call ValidTRS() on non-TRS matrices.

This fix adds a safe Matrix4x4Converter that only accesses raw matrix
elements (m00-m33), avoiding the dangerous computed properties entirely.

Changes:
- Add Matrix4x4Converter to UnityTypeConverters.cs
- Register converter in GameObjectSerializer serializer settings

Tested with Cinemachine 3.1.5 on Unity 6 - get_components now returns
full component data without crashing.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add unit tests for Matrix4x4Converter

Tests cover:
- Identity matrix serialization/deserialization
- Translation matrix round-trip
- Degenerate matrix (determinant=0) - key regression test
- Non-TRS matrix (projection) - validates ValidTRS() is never called
- Null handling
- Ensures dangerous properties are not in output

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Address code review feedback

- Fix null handling consistency: return zero matrix instead of identity
  (consistent with missing field defaults of 0f)
- Improve degenerate matrix test to verify:
  - JSON only contains raw mXY properties
  - Values roundtrip correctly
- Rename test to reflect expanded coverage

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move tests to TestProject per review feedback

Moved Matrix4x4ConverterTests from MCPForUnity/Editor/Tests/ to
TestProjects/UnityMCPTests/Assets/Tests/EditMode/Helpers/ as requested.

Also added MCPForUnity.Runtime reference to the test asmdef since
the converter lives in the Runtime assembly.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Matrix4x4 deserialization guard + UI Toolkit USS warning

---------

Co-authored-by: Alexander Mangel <cygnusfear@gmail.com>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 15:53:14 -08:00