* 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.
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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>
Critical Bug Fixes:
- Fix operator precedence bug in ManageAsset.cs that could cause null reference exceptions
- Fix GameObject memory leak in primitive creation when name validation fails
- Add proper cleanup with DestroyImmediate when primitive creation fails
ComponentResolver Integration:
- Replace fragile string-based GetComponent() calls with robust ComponentResolver
- Add ComponentResolver integration in ManageAsset.cs for component lookups
- Add fallback to string-based lookup in ManageGameObject.cs for compatibility
Enhanced Error Handling:
- Surface specific ComponentResolver error context in ScriptableObject creation failures
- Add support for setting private [SerializeField] fields in property matching
- Improve debugging with detailed error messages
Assembly Definition Fixes:
- Configure TestAsmdef as Editor-only to prevent build bloat
- Add explicit TestAsmdef reference to test assembly for proper component resolution
- Fix ComponentResolverTests to use accessible CustomComponent instead of TicTacToe3D
Code Quality:
- Disable nullable reference types for legacy codebase to eliminate 100+ warnings
- Maintain backward compatibility while improving reliability
All 45 unit tests pass, ensuring no regressions while significantly improving robustness.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
* refactor: rename namespace from UnityMcpBridge to MCPForUnity across all files
See thread in #6, we can't use Unity MCP because it violates their trademark.
That name makes us look affiliated. We can use MCP for Unity
* Change package display name, menu item and menu titles
These are front facing so has to change for Unity asset store review
* Misc name changes in logs and comments for better consistency
* chore: update editor window title from 'MCP Editor' to 'MCP for Unity'
* refactor: update branding from UNITY-MCP to MCP-FOR-UNITY across all log messages and warnings
* chore: rename Unity MCP to MCP For Unity across all files and bump version to 2.1.2
* docs: update restore script title to clarify Unity MCP naming
* Fix usage instructions
* chore: update log messages to use MCP For Unity branding instead of UnityMCP
* Add a README inside plugin, required for distributing via the asset store
* docs: update Unity port description and fix typo in troubleshooting section
* Address Rabbit feedback
* Update Editor prefs to use new name
Prevents overlap with other Unity MCPs, happy to revert if it's too much
* refactor: rename server logger and identifier from unity-mcp-server to mcp-for-unity-server
* Standardize casing of renamed project to "MCP for Unity", as it is on the asset store
* Remove unused folder
* refactor: rename Unity MCP to MCP for Unity across codebase
* Update dangling references
* docs: update product name from UnityMCP to MCP for Unity in README
* Update log and comments for new name