* 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.
* Update github-repo-stats.yml
* Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over
* Revert "Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over"
This reverts commit 74d35d371a28b2d86cb7722e28017b29be053efd.
* Add fork-only Unity tests workflow and guard upstream run
* Move fork Unity tests workflow to root
* Fix MCP server install step in NL suite workflow
* Harden NL suite prompts for deterministic anchors
* update claude haiku version for NL/T tests
* Fix CI: share unity-mcp status dir
* update yaml
* Add Unity bridge debug step in CI
* Fail fast when Unity MCP status file missing
* Allow Unity local share writable for MCP status
* Mount Unity cache rw and dump Editor log for MCP debug
* Allow Unity config dir writable for MCP heartbeat/logs
* Write Unity logs to file and list config dir in debug
* Use available Anthropic models for T pass
* Use latest claude sonnet/haiku models in workflow
* Fix YAML indentation for MCP preflight step
* Point MCP server to src/server.py and fix preflight
* another try
* Add MCP preflight workflow and update NL suite
* Fixes to improve CI testing
* Cleanup
* fixes
* diag
* fix yaml
* fix status dir
* Fix YAML / printing to stdout --> stderr
* find in file fixes.
* fixes to find_in_file and CI report format error
* Only run the stats on the CoPlay main repo, not forks.
* Coderabbit fixes.
* Add a function to reload the domain
Closes#357
* feat: restructure server instructions into workflow-focused format
- Reorganized instructions from flat bullet list into categorized workflow sections
- Emphasized critical script management workflow with numbered steps
- Improved readability and scannability for AI agents using the MCP server
It doesn't make sense to repeat the fucnction tools, they're already parsed
* docs: reorder tool list alphabetically in README + add reload_domain tool
* feat: add Unity editor state and project info resources
- Implemented resources for querying active tool, editor state, prefab stage, selection, and open windows
- Added project configuration resources for layers and project metadata
- Organized new resources into Editor and Project namespaces for better structure
* feat: clarify script management workflow in system prompt
- Expanded guidance to include scripts created by any tool, not just manage_script
- Added "etc" to tools examples for better clarity
* refactor: remove reload_domain tool and update script management workflow
- Removed reload_domain tool as Unity automatically recompiles scripts when modified
- Updated script management instructions to rely on editor_state polling and console checking instead of manual domain reload
- Simplified workflow by removing unnecessary manual recompilation step
* Change name of menu items resource as the LLM seems it
* refactor: reorganize tests into src/tests/integration directory
- Moved all test files from root tests/ to MCPForUnity/UnityMcpServer~/src/tests/integration/ for better organization
- Added conftest.py with telemetry and dependency stubs to simplify test setup
- Removed redundant path manipulation and module loading code from individual test files
* feat: expand Unity test workflow triggers
- Run tests on all branches instead of only main
- Add pull request trigger to catch issues before merge
- Maintain path filtering to run only when relevant files change
* chore: add GitHub Actions workflow for Python tests
- Configured automated testing on push and pull requests using pytest
- Set up uv for dependency management and Python 3.10 environment
- Added test results artifact upload for debugging failed runs
* refactor: update import path for fastmcp Context
* docs: update development setup instructions to use uv
- Changed installation commands from pip to uv pip for better dependency management
- Updated test running instructions to use uv run pytest
- Added examples for running integration and unit tests separately
* Formatting [skip ci]
* refactor: optimize CI workflow with path filters and dependency installation
- Added path filters to only trigger tests when Python source or workflow files change
- Split dependency installation into sync and dev install steps for better clarity
- Fixed YAML indentation for improved readability
* Update .github/workflows/python-tests.yml
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* fix: standardize test mode values to match Unity's naming convention
- Changed default mode from "edit" to "EditMode" in C# code
- Updated Python tool to use "EditMode" and "PlayMode" instead of lowercase variants
* refactor: convert test imports to relative imports
- Changed absolute imports to relative imports in integration tests for better package structure
- Removed test packages from pyproject.toml package list
* refactor: use Field with default_factory for mutable default in TagsResponse
* refactor: remove duplicate PrefabStageUtility call
* Update this as well [skip ci]
* Update MCPForUnity/UnityMcpServer~/src/tests/integration/test_script_tools.py
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* chore: remove pull_request triggers from test workflows [skip ci]
It's already covered by pushes
* refactor: update resource function return types to include MCPResponse union
* refactor: remove manual domain reload tool
- Removed reload_domain tool as Unity handles script recompilation automatically
- Updated documentation to reflect automatic compilation workflow
- Simplified script management workflow instructions in server description
* refactor: add context support to resource handlers
- Updated all resource handlers to accept Context parameter for Unity instance routing
- Replaced direct async_send_command_with_retry calls with async_send_with_unity_instance wrapper
- Added imports for get_unity_instance_from_context and async_send_with_unity_instance helpers
* fix: correct grammar in menu items documentation
* docs: update README with expanded tools and resources documentation
- Added new tools: manage_prefabs, create_script, delete_script, get_sha
- Added new resources: editor state, windows, project info, layers, and tags
- Clarified manage_script as compatibility router with recommendation to use newer edit tools
- Fixed run_test to run_tests for consistency
* refactor: convert unity_instances function to async [skip ci]
- Changed function signature from synchronous to async
- Added await keywords to ctx.info() and ctx.error() calls to properly handle async context methods
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* feat: add JSON property handling for materials; add tests for JSON coercion and end-to-end; update test project manifest and ProjectVersion
* fix(manage_asset): support structured texture blocks case-insensitively; resolve _BaseMap/_MainTex automatically and apply when missing name
* Update MCPForUnity/Editor/Tools/ManageAsset.cs
Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
* refactor(manage_asset): remove goto; reuse alias resolver for structured texture (supports 'albedo'); tests: self-sufficient texture asset and _BaseColor/_Color guards; python: assert success in invalid JSON case
* chore(manage_asset): remove duplicate return in modify case
* tests: fix mocks/patching for manage_asset/manage_gameobject; make invalid-json case tolerant; ensure prefab modify test patches transport correctly
* ci: allow manual dispatch for Unity EditMode tests (workflow_dispatch)
---------
Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
* chore: update Unity version from 2021.3.45f1 to 2021.3.45f2
Older Unity version had the security vulnerability, so we update it
* feat: add dynamic version display in editor window settings
* refactor: remove manual license file handling from Unity test workflow
* Revert "refactor: remove manual license file handling from Unity test workflow"
This reverts commit a6ab3d982e792039c01a4afd353e61c7e22a2c3c.
* feat: add Unity license credentials to Docker containers in CI workflow
* refactor: replace manual Unity license activation with game-ci/unity-activator
* refactor: simplify Unity CI setup by removing game-ci activation and using built-in license handling
* fix: improve Unity license activation in CI by using unityci image's built-in activation flow
* refactor: activate once in a temporary container, then reuse the license in the long-running container
Now we got the license secret to be read, we got this error: "Machine bindings don't match". So it seems that the license I generated locally can't be used.
So we need to activate the license within the container
* Revert "refactor: activate once in a temporary container, then reuse the license in the long-running container"
This reverts commit f6a9aa68f910df37cede6f83d535098be2a9f80b.
* Revert "fix: improve Unity license activation in CI by using unityci image's built-in activation flow"
This reverts commit a9f4c0223bc3467442be6dafa1d9303479623a7c.
* Revert "refactor: simplify Unity CI setup by removing game-ci activation and using built-in license handling"
This reverts commit 4e5ffc0051a7b15b9d87ecaa06fa646f8b13b0b9.
* Revert "refactor: replace manual Unity license activation with game-ci/unity-activator"
This reverts commit e9520ee768c4e9d48efc81b1a9c3cac3986cc96a.
* Revert "feat: add Unity license credentials to Docker containers in CI workflow"
This reverts commit 01b8879e35baaf88239988b51e6d4f1e5daaa1cf.
* Copy UnityMcpBridge into a new MCPForUnity folder
This is to close#284
* refactor: rename UnityMcpBridge directory to MCPForUnity in docs
* chore: rename UnityMcpBridge directory to MCPForUnity across workflow files
* chore: rename UnityMcpBridge directory to MCPForUnity across all files
* refactor: update import paths from UnityMcpBridge to MCPForUnity across test files
* fix: update module import paths to use MCPForUnity instead of UnityMcpBridge
* chore: update unity-mcp package path to MCPForUnity directory
* feat: add OneTimeSetUp to initialize CommandRegistry before tests run
Hopefully fix the CI failures
* Apply recent fix to new folder
* Temporarily trigger tests to see if CI works
* Revert "Temporarily trigger tests to see if CI works"
It works!
This reverts commit 8c6eaaad07545cef047769f2c52fe506545a8161.
* Add a base Unity project to run unit tests in
* Add Windsurf IDE support so I can test more easily
* Add a dummy script
* feat: add unit tests for CommandRegistry and document prefab asset workflows
* Run tests when code is pushed to main
* Bump version of actions
* Install the MCP plugin via relative path
* Remove test branch from GH workflow