* Remove legacy UI and correct priority ordering of menu items
* Remove old UI screen
Users now have the new UI alone, less confusing and more predictable
* Remove unused config files
* Remove test for window that doesn't exist
* Remove unused code
* Remove dangling .meta file
* refactor: remove client configuration step from setup wizard
* refactor: remove menu item attributes and manual window actions from Python tool sync
* feat: update minimum Python version requirement from 3.10 to 3.11
The docs have 3.12. However, feature wise it seems that 3.11 is required
* fix: replace emoji warning symbol with unicode character in setup wizard dialogs
* docs: reorganize images into docs/images directory and update references
* docs: add UI preview image to README
* docs: add run_test function and resources section to available tools list
The recent changes should close#311
* fix: add SystemRoot env var to Windows config to support Python path resolution
Closes#315
* refactor: consolidate package installation and detection into unified lifecycle manager
Duplicate code for pretty much no reason, as they both initialized there was a small chance of a race condition as well. Consolidating made sense here
* Doc fixes from CodeRabbit
* Excellent bug catch from CodeRabbit
* fix: preserve existing environment variables when updating codex server config
* Update docs so the paths match the original name
* style: fix list indentation in README-DEV.md development docs
* refactor: simplify env table handling in CodexConfigHelper by removing preservation logic
* refactor: simplify configuration logic by removing redundant change detection
Always overwrite configs
* feat: ensure config directory exists before writing config files
* feat: persist server installation errors and show retry UI instead of auto-marking as handled
* refactor: consolidate configuration helpers by merging McpConfigFileHelper into McpConfigurationHelper
* Small fixes from CodeRabbit
* Remove test because we overwrite Codex configs
* Remove unused function
* feat: improve server cleanup and process handling on Windows
- Added DeleteDirectoryWithRetry helper to handle Windows file locking with retries and readonly attribute clearing
- Implemented KillWindowsUvProcesses to safely terminate Python processes in virtual environments using WMIC
- Extended TryKillUvForPath to work on Windows, preventing file handle locks during server deletion
- Improved error messages to be more descriptive about file locking issues
- Replaced direct Directory.Delete calls with
* fix: improve TCP socket cleanup to prevent CLOSE_WAIT states
- Added proper socket shutdown sequence using Socket.Shutdown() before closing connections
- Enhanced error handling with specific catches for SocketException vs general exceptions
- Added debug logging for socket shutdown errors to help diagnose connection issues
- Restructured HandleClientAsync to ensure socket cleanup happens in the correct order
- Implemented proper socket teardown in both client handling and connection cleanup paths
* Add TDD tests for MCP material management issues
- MCPMaterialTests.cs: Tests for material creation, assignment, and data reading
- MCPParameterHandlingTests.cs: Tests for JSON parameter parsing issues
- SphereMaterialWorkflowTests.cs: Tests for complete sphere material workflow
These tests document the current issues with:
- JSON parameter parsing in manage_asset and manage_gameobject tools
- Material creation with properties
- Material assignment to GameObjects
- Material component data reading
All tests currently fail (Red phase of TDD) and serve as specifications
for what needs to be fixed in the MCP system.
* Refine TDD tests to focus on actual MCP tool parameter parsing issues
- Removed redundant tests that verify working functionality (GameObjectSerializer, Unity APIs)
- Kept focused tests that document the real issue: MCP tool parameter validation
- Tests now clearly identify the root cause: JSON string parsing in MCP tools
- Tests specify exactly what needs to be fixed: parameter type flexibility
The issue is NOT in Unity APIs or serialization (which work fine),
but in MCP tool parameter validation being too strict.
* Fix port discovery protocol mismatch
- Update _try_probe_unity_mcp to recognize Unity bridge welcome message
- Unity bridge sends 'WELCOME UNITY-MCP' instead of JSON pong response
- Maintains backward compatibility with JSON pong format
- Fixes MCP server connection to Unity Editor
* Resolve merge: unify manage_gameobject param coercion and schema widening
* Tests: add MaterialParameterToolTests; merge port probe fix; widen tool schemas for JSON-string params
* feat(material): support direct shader property keys and texture paths; add EditMode tests
* chore(tests): track required .meta files; remove ephemeral Assets/Editor test helper
* fix(manage_gameobject): validate parsed component_properties is a dict; return clear error
* Add TDD tests for MCP material management issues
- MCPMaterialTests.cs: Tests for material creation, assignment, and data reading
- MCPParameterHandlingTests.cs: Tests for JSON parameter parsing issues
- SphereMaterialWorkflowTests.cs: Tests for complete sphere material workflow
These tests document the current issues with:
- JSON parameter parsing in manage_asset and manage_gameobject tools
- Material creation with properties
- Material assignment to GameObjects
- Material component data reading
All tests currently fail (Red phase of TDD) and serve as specifications
for what needs to be fixed in the MCP system.
* Refine TDD tests to focus on actual MCP tool parameter parsing issues
- Removed redundant tests that verify working functionality (GameObjectSerializer, Unity APIs)
- Kept focused tests that document the real issue: MCP tool parameter validation
- Tests now clearly identify the root cause: JSON string parsing in MCP tools
- Tests specify exactly what needs to be fixed: parameter type flexibility
The issue is NOT in Unity APIs or serialization (which work fine),
but in MCP tool parameter validation being too strict.
* Fix port discovery protocol mismatch
- Update _try_probe_unity_mcp to recognize Unity bridge welcome message
- Unity bridge sends 'WELCOME UNITY-MCP' instead of JSON pong response
- Maintains backward compatibility with JSON pong format
- Fixes MCP server connection to Unity Editor
* Resolve merge: unify manage_gameobject param coercion and schema widening
* Tests: add MaterialParameterToolTests; merge port probe fix; widen tool schemas for JSON-string params
* refactor: extract JSON coercion helper; docs + exception narrowing\nfix: fail fast on bad component_properties JSON\ntest: unify setup, avoid test-to-test calls\nchore: use relative MCP package path
* chore(tests): track MCPToolParameterTests.cs.meta to keep GUID stable
* test: decouple MaterialParameterToolTests with helpers (no inter-test calls)
* feat: migrate to FastMCP 2.0 (v2.12.5)
- Update pyproject.toml to use fastmcp>=2.12.5 instead of mcp[cli]
- Replace all imports from mcp.server.fastmcp to fastmcp
- Maintain MCP protocol compliance with mcp>=1.16.0
- All 15 files updated with new import statements
- Server and tools registration working with FastMCP 2.0
* chore: bump MCP for Unity to 6.2.2 and widen numeric tool params (asset search/read_resource/run_tests) for better LLM compatibility
* chore: bump installed server_version.txt to 6.2.2 so Unity installer logs correct version
* fix(parameters): apply parameter hardening to read_console, manage_editor, and manage_gameobject
- read_console: accept int|str for count parameter with coercion
- manage_editor: accept bool|str for wait_for_completion with coercion
- manage_gameobject: accept bool|str for all boolean parameters with coercion
- All tools now handle string parameters gracefully and convert to proper types internally
* chore(deps): drop fastmcp, use mcp>=1.18.0; update imports to mcp.server.fastmcp
* chore(deps): re-add fastmcp>=2.12.5, relax mcp to >=1.16.0
Adds fastmcp as explicit dependency for FastMCP 2.0 migration.
Relaxes mcp version constraint to support broader compatibility.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* test: remove obsolete mcp stubs for FastMCP 2.0 compatibility
Removes stub mcp modules from test files that were conflicting with
the real mcp and fastmcp packages now installed as dependencies.
Adds tests/__init__.py to make tests a proper Python package.
This fixes test collection errors after migrating to FastMCP 2.0.
Test results: 40 passed, 7 xpassed, 5 skipped, 1 failed (pre-existing)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* fix: complete FastMCP 2.0 migration with correct import paths
Updates all remaining files to use `from fastmcp import` instead of
the old `from mcp.server.fastmcp import` path.
Changes:
- server.py: Update FastMCP import
- tools/__init__.py: Update FastMCP import
- resources/__init__.py: Update FastMCP import
- tools/manage_script.py, read_console.py, resource_tools.py: Update imports
- test stubs: Update to stub `fastmcp` instead of `mcp.server.fastmcp`
Addresses PR review feedback about incomplete migration.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
* fix: harden parameter type handling and resolve PR feedback
Parameter Type Improvements:
- Broaden count in read_console.py to accept int | str
- Broaden build_index in manage_scene.py to accept int | str
- Harden vector parsing in manage_gameobject.py with NaN/Inf checks
- Add whitespace-delimited vector support (e.g., "1 2 3")
- Narrow exception handling from Exception to (ValueError, TypeError)
Test Improvements:
- Harden _load_module in test files with spec/loader validation
- Fix test_manage_gameobject_boolean_and_tag_mapping by mapping tag→search_term
Bug Fixes:
- Fix syntax error in manage_shader.py (remove stray 'x')
Version: Bump to 6.2.3
All tests pass: 41 passed, 5 skipped, 7 xpassed
---------
Co-authored-by: Claude <noreply@anthropic.com>
* Update github-repo-stats.yml
* pytest: make harness MCPForUnity-only; remove UnityMcpBridge paths from tests; route tools.manage_script via unity_connection for reliable monkeypatching; fix ctx usage; all tests green (39 pass, 5 skip, 7 xpass)
* Add missing meta for MaterialMeshInstantiationTests.cs (Assets)
* bridge/tools/manage_script: fix missing unity_connection prefix in validate_script; tests: tidy manage_script_uri unused symbols and arg names
* tests: rename to script_apply_edits_module; extract DummyContext to tests/test_helpers and import; add telemetry stubs in tests to avoid pyproject I/O
* tests: import cleanup and helper extraction; telemetry: prefer plain config and opt-in env override; test stubs and CWD fixes; exclude Bridge from pytest discovery
* chore: remove unintended .wt-origin-main gitlink and ignore folder
* tests: nit fixes (unused-arg stubs, import order, path-normalized ignore hook); telemetry: validate config endpoint; read_console: action optional
* Add development dependencies to pyproject.toml
- Add [project.optional-dependencies] section with dev group
- Include pytest>=8.0.0 and pytest-anyio>=0.6.0
- Add Development Setup section to README-DEV.md with installation and testing instructions
* Revert "Update github-repo-stats.yml"
This reverts commit 8ae595d2f4f2525b0e44ece948883ea37138add4.
* test: improve test clarity and modernize asyncio usage
- Add explanation for 200ms timeout in backpressure test
- Replace manual event loop creation with asyncio.run()
- Add assertion message with actual elapsed time for easier debugging
* refactor: remove duplicate DummyContext definitions across test files
Replace 7 duplicate DummyContext class definitions with imports from tests.test_helpers.
This follows DRY principles and ensures consistency across the test suite.
* chore: remove unused _load function from test_edit_strict_and_warnings.py
Dead code cleanup - function was no longer used after refactoring to dynamic tool registration.
* docs: add comment explaining CWD manipulation in telemetry test
Clarify why os.chdir() is necessary: telemetry.py calls get_package_version()
at module load time, which reads pyproject.toml using a relative path.
Acknowledges the fragility while explaining why it's currently required.
* Editor: prevent material/mesh instantiation in edit mode
- GameObjectSerializer: in edit mode, normalize material/mesh access
- material -> sharedMaterial
- materials -> sharedMaterials
- mesh -> sharedMesh
- also guard materials/sharedMaterial/sharedMaterials property names
- Tests: add strong instanceID equality checks for Renderer/MeshFilter
- prove no instantiation by shared instanceID before/after
- cover multi-material, null cases; prune brittle presence/console tests
- Clean up and relax ManageGameObject tests to avoid false negatives
* Address review: simplify edit-mode guard; include protected/internal [SerializeField]; fix tests to destroy temp primitives and use dictionary access; strengthen instanceID assertions
* Fix resource leaks in test files
- ManageGameObjectTests.cs: Destroy temporary primitive GameObject after extracting sharedMesh
- MaterialMeshInstantiationTests.cs: Destroy instantiated uniqueMesh after test completion
These fixes prevent resource leaks in Unity test files by properly cleaning up temporary objects created during tests.
* Fix reflection bug in GetComponentData tests
- Replace incorrect reflection-based field access with proper dictionary key access
- GetComponentData() returns Dictionary<string, object> where 'properties' is a key, not a field
- Tests now properly access the properties dictionary and run assertions
- Fixes ineffective tests that were silently failing due to reflection returning null
* feat: add package update service with version check and GitHub integration
* feat: add migration warning banner and dialog for legacy package users
* test: remove redundant cache expiration and clearing tests from PackageUpdateService
* test: add package update service tests for expired cache and asset store installations
* Fix issue #308: Find py files in MCPForUnityTools and version.txt
This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta
CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:
asmdef example
{
"name": "CustomTool.MCPEnabler",
"rootNamespace": "MCPForUnity.Editor.Tools",
"references": [
"CustomTool",
"MCPForUnity.Editor"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)
* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope
* Fixing so the MCP don't removes _skipDirs e.g. __pycache__
* skip empty folders with no py files
* Rabbit: "Fix identifier collision between different package roots."
* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.
* Fixed minor + missed onadding rabit change
* Revert "Fixed minor + missed onadding rabit change"
This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.
* refactor: remove Unity project tools copying and version tracking functionality
* refactor: consolidate module discovery logic into shared utility function
* Remove unused imports
* feat: add Python tool registry and sync system for MCP server integration
* feat: add auto-sync processor for Python tools with Unity editor integration
* feat: add menu item to reimport all Python files in project
Good to give users a manual option
* Fix infinite loop error
Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes
* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync
* Update docs
* Remove duplicate header
* feat: add OnValidate handler to sync Python tools when asset is modified
This fixes the issue with deletions in the asset, now file removals are synced
* test: add unit tests for Python tools asset and sync services
* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* style: remove trailing whitespace from Python tool sync files
* test: remove incomplete unit tests from ToolSyncServiceTests
* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths
---------
Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[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.
* deps: add tomli>=2.3.0 dependency to UnityMcpServer package
* feat: dynamically fetch package version from pyproject.toml for telemetry
* Add pydantic
* feat: add resource registry for MCP resource auto-discovery
* feat: add telemetry decorator for tracking MCP resource usage
* feat: add auto-discovery and registration system for MCP resources
* feat: add resource registration to MCP server initialization
* feat: add MCPResponse model class for standardized API responses
* refactor: replace Debug.Log calls with McpLog wrapper for consistent logging
* feat: add test discovery endpoints for Unity Test Framework integration
We haven't connected them as yet, still thinking about how to do this neatly
* Fix server setup
* refactor: reduce log verbosity by changing individual resource/tool registration logs to debug level
* chore: bump mcp[cli] dependency from 1.15.0 to 1.17.0
* refactor: remove Context parameter and add uri keyword argument in resource decorator
The Context parameter doesn't work on our version of FastMCP
* chore: upgrade Python base image to 3.13 and simplify Dockerfile setup
* fix: apply telemetry decorator before mcp.tool to ensure proper wrapping order
* fix: swap order of telemetry and resource decorators to properly wrap handlers
* fix: update log prefixes for consistency in logging methods
* Fix compile errors
* feat: extend command registry to support both tools and resources
* Run get tests as a coroutine because it doesn't return results immediately
This works but it spams logs like crazy, maybe there's a better/simpler way
* refactor: migrate from coroutines to async/await for test retrieval and command execution
* feat: add optional error field to MCPResponse model
* Increased timeout because loading tests can take some time
* Make message optional so error responses that only have success and error don't cause Pydantic errors
* Set max_retries to 5
This connection module needs a lookover. The retries should be an exponential backoff and we could structure why it's failing so much
* Use pydantic model to structure the error output
* fix: initialize data field in GetTestsResponse to avoid potential errors
* Don't return path parameter
* feat: add Unity test runner execution with structured results and Python bindings
* refactor: simplify GetTests by removing mode filtering and related parsing logic
* refactor: move test runner functionality into dedicated service interface
* feat: add resource retrieval telemetry tracking with new record type and helper function
* fix: convert tool functions to async and await ctx.info calls
* refactor: reorganize menu item functionality into separate execute and get commands
An MCP resource for retrieval, and a simple command to execute. Because it's a resource, it's easier for the user to see what's in the menu items
* refactor: rename manage_menu_item to execute_menu_item and update tool examples to use async/await
We'll eventually put a section for resources
* Revert "fix: convert tool functions to async and await ctx.info calls"
This reverts commit 012ea6b7439bd1f2593864d98d03d9d95d7bdd03.
* fix: replace tomllib with tomli for Python 3.10 compatibility in telemetry module
* Remove confusing comment
* refactor: improve error handling and simplify test retrieval logic in GetTests commands
* No cache by default
* docs: remove redundant comment for HandleCommand method in ExecuteMenuItem
* 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 decorate that wraps around the `mcp.tool` decorator.
This will allow us to more easily collect tools
* Register tools that's defined in the tools folder
* Update Python tools to use new decorator
* Convert script_apply_edits tool
* Convert last remaining tools with new decorator
* Create an attribute so we can identify tools via Reflection
* Add attribute to all C# tools
* Use reflection to load tools
* Initialize command registry to load tools at startup
* Update tests
* Move Dev docs to docs folder
* Add docs for adding custom tools
* Update function docs for Python decorator
* Add working example of adding a screenshot tool
* docs: update relative links in README files
Updated the relative links in both README-DEV.md and README-DEV-zh.md to use direct filenames instead of paths relative to the docs directory, improving link correctness when files are accessed from the root directory.
* docs: update telemetry documentation path reference
Updated the link to TELEMETRY.md in README.md to point to the new docs/ directory location to ensure users can access the telemetry documentation correctly. Also moved the TELEMETRY.md file to the docs/ directory as part of the documentation restructuring.
* rename CursorHelp.md to docs/CURSOR_HELP.md
Moved the CursorHelp.md file to the docs directory to better organize documentation files and improve project structure.
* docs: update CUSTOM_TOOLS.md with improved tool naming documentation and path corrections
- Clarified that the `name` argument in `@mcp_for_unity_tool` decorator is optional and defaults to the function name
- Added documentation about using all FastMCP `mcp.tool` function decorator options
- Updated class naming documentation to mention snake_case conversion by default
- Corrected Python file path from `tools/screenshot_tool.py` to `UnityMcpServer~/src/tools/screenshot_tool.py`
- Enhanced documentation for tool discovery and usage examples
* docs: restructure development documentation and add custom tools guide
Rearranged the development section in README.md to better organize the documentation flow. Added a dedicated section for "Adding Custom Tools" with a link to the new CUSTOM_TOOLS.md file, and renamed the previous "For Developers" section to "Contributing to the Project" to better reflect its content. This improves discoverability and organization of the development setup documentation.
* docs: update developer documentation and add README links
- Added links to developer READMEs in CUSTOM_TOOLS.md to guide users to the appropriate documentation
- Fixed typo in README-DEV.md ("roote" → "root") for improved clarity
- These changes improve the developer experience by providing better documentation navigation and correcting technical inaccuracies
* feat(tools): enhance tool registration with wrapped function assignment
Updated the tool registration process to properly chain the mcp.tool decorator and telemetry wrapper, ensuring the wrapped function is correctly assigned to tool_info['func'] for proper tool execution and telemetry tracking. This change improves the reliability of tool registration and monitoring.
* Remove AI generated code that was never used...
* feat: Rebuild MCP server installation with embedded source
Refactored the server repair logic to implement a full rebuild of the MCP server installation using the embedded source. The new RebuildMcpServer method now:
- Uses embedded server source instead of attempting repair of existing installation
- Deletes the entire existing server directory before re-copying
- Handles UV process cleanup for the target path
- Simplifies the installation flow by removing the complex Python environment repair logic
- Maintains the same installation behavior but with a cleaner, more reliable rebuild approach
This change improves reliability of server installations by ensuring a clean slate rebuild rather than attempting to repair potentially corrupted environments.
* Add the rebuild server step
* docs: clarify tool description field requirements and client compatibility
* fix: move initialization flag after tool discovery to prevent race conditions
* refactor: remove redundant TryParseVersion overrides in platform detectors
* refactor: remove duplicate UV validation code from platform detectors
* Update UnityMcpBridge/Editor/Tools/CommandRegistry.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* refactor: replace WriteToConfig reflection with direct McpConfigurationHelper call
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* refactor: remove unused UnityEngine references from menu item classes
* Add new tools to manage a prefab, particularly, making them staged.
This might be enough, but it's possible we may have to extract some logic from ManageGameObject
* feat: add AssetPathUtility for asset path normalization and update references in ManageAsset and ManagePrefabs
* feat: add prefab management tools and register them with the MCP server
* feat: update prefab management commands to use 'prefabPath' and add 'create_from_gameobject' action
* fix: update parameter references to 'prefabPath' in ManagePrefabs and manage_prefabs tools
* fix: clarify error message for missing 'prefabPath' in create_from_gameobject command
* fix: ensure pull request triggers for unity tests workflow
* Revert "fix: ensure pull request triggers for unity tests workflow"
This reverts commit 10bfe54b5b7f3c449852b1bf1bb72f498289a1a0.
* Remove delayed execution of executing menu item, fixing #279
This brings the Unity window into focus but that seems to be a better UX for devs.
Also streamline manage_menu_item tool info, as FastMCP recommends
* docs: clarify menu item tool description with guidance to use list action first
* feat: add version update for server_version.txt in bump-version workflow
* fix: simplify error message for failed menu item execution
* feat: add Codex CLI client support with config.toml handling
* feat: add config helpers for managing Codex and MCP server configurations
* feat: add TOML array parsing support for multi-line and trailing comma formats
* fix: handle TOML inline comments in section headers during parsing
* fix: strip TOML comments before processing section headers
* fix: improve JSON parsing to handle escaped single quotes in config strings
* Use Tommy for TOML parsing
It's a single file and OSS, easy to integrate into Unity
* fix: patched Tommy’s literal-string handling so doubled single quotes inside literal strings are treated as embedded apostrophes instead of prematurely ending the value
* Don't overwrite MCP configs while testing
Seeing random JSON in my codex config was pretty annoying
* PR Feedback
* Keep Tommy compatible with Unity 2021
* Re-include Tommy's license
Probably a good habit to keep all 3rd party licenses and copyrights, even if they're also MIT licenses
* Move the current test to a Tools folder
* feat: add env object and disabled flag handling for MCP client configuration
* Format manual config specially for Windsurf and Kiro
* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class
* refactor: extract unity node population logic into centralized helper method
* refactor: only add env property to config for Windsurf and Kiro clients
If it ain't broke with the other clients, don't fix...
* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues
* fix: enforce UTF-8 encoding without BOM when writing files to disk
* refactor: replace execute_menu_item with enhanced manage_menu_item tool supporting list/exists/refresh
* Update meta files for older Unity versions
* test: add unit tests for menu item management and execution
* feat: add tips for paths, script compilation, and menu item usage in asset creation strategy
* Use McpLog functionality instead of Unity's Debug
* Add telemetry
* Annotate parameters
More info to LLMs + better validation
* Remove the refresh command
It's only ever useful in the context of listing menu items
* Updated meta files since running in Unity 2021
* Slightly better README
* fix: rename server-version.txt to server_version.txt and update menu item description
CodeRabbit fixes:
- Fix Python test assertions to use assert instead of print/return
- Update version consistency: server_version.txt from 3.2.0 to 3.3.0
- Assembly definition references already correctly configured
Greptile style fixes:
- Add missing newlines at end of Unity meta files and source files
- Fix test logic assumptions: use GreaterOrEqual instead of exact counts
- Make test assertions more robust for fuzzy matching algorithms
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
The TryResolve_PrefersPlayerAssemblies test was failing in CI because it referenced
TicTacToe3D.cs which exists only locally and is not committed to the repository.
- Replace test reference from "TicTacToe3D" to "CustomComponent"
- CustomComponent exists in Assets/Scripts/TestAsmdef/ and is tracked in git
- CustomComponent is properly compiled into the TestAsmdef Player assembly
- Add explicit assertion to verify resolution from correct TestAsmdef assembly
- Test maintains same functionality: verifying ComponentResolver finds user scripts from Player assemblies
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Change from fail-fast to collect-and-continue at component iteration level
- Previously: first component error would halt processing of remaining components
- Now: all components are processed, errors collected and returned together
- Maintain existing collect-and-continue behavior within individual components
- Add comprehensive tests validating the collect-and-continue behavior works correctly
- All valid properties are applied even when invalid ones fail
- Processing continues through exceptions with proper error aggregation
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Performance & Quality Improvements:
- Add shared JsonSerializer to eliminate per-call allocation overhead
- Optimize ComponentResolver with CacheByName for short-name lookups
- Deduplicate Vector3 parsing implementations to reduce maintenance burden
- Improve property name normalization for better fuzzy matching quality
- Reduce log noise by avoiding duplicate component resolution warnings
Code Quality:
- Keep using static import for ComponentResolver (CodeRabbit was incorrect about this)
- Normalize property names consistently in AI suggestions algorithm
- Remove duplicate ParseVector3 implementation
TestAsmdef Fix:
- Revert TestAsmdef back to runtime-compatible (remove "includePlatforms": ["Editor"])
- CustomComponent now works correctly for asmdef testing as originally intended
- Validates that ComponentResolver properly handles both short and FQN for asmdef components
Live Testing Validation:
- All ComponentResolver functionality verified through live MCP connection
- AI property matching working perfectly with natural language input
- Assembly definition support fully functional for both default and custom assemblies
- Error handling provides helpful suggestions and complete context
All 45 C# tests + 31 Python tests still passing. Production ready!
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <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>
- Add intelligent property name suggestions when property setting fails
- Implement GetAllComponentProperties to enumerate available properties
- Add rule-based AI algorithm for property name matching (camelCase, spaces, etc.)
- Include comprehensive error messages with suggestions and full property lists
- Add Levenshtein distance calculation for fuzzy string matching
- Cache suggestions to improve performance on repeated queries
- Add comprehensive unit tests (11 tests) covering all ComponentResolver scenarios
- Add InternalsVisibleTo attribute for test access to internal classes
Examples of improved error messages:
- "Max Reach Distance" → "Did you mean: maxReachDistance?"
- Shows all available properties when property not found
- Handles Unity Inspector display names vs actual field names
All tests passing (21/21) including new ComponentResolver test suite.
The system eliminates silent property setting failures and provides
actionable feedback to developers.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Replace Assembly.LoadFrom with already-loaded assembly search
- Prioritize Player assemblies over Editor assemblies using CompilationPipeline
- Support both short names and fully-qualified component names
- Add comprehensive caching and error handling with disambiguation
- Use Undo.AddComponent for proper editor integration
- Handle ReflectionTypeLoadException safely during type enumeration
- Add fallback to TypeCache for comprehensive type discovery in Editor
Fixes component resolution across custom assembly definitions and eliminates
"Could not load the file 'Assembly-CSharp-Editor'" errors.
Tested with:
- Built-in Unity components (Rigidbody, MeshRenderer, AudioSource)
- Custom user scripts in Assembly-CSharp (TicTacToe3D)
- Custom assembly definition components (TestNamespace.CustomComponent)
- Error handling for non-existent components
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
* Move the current test to a Tools folder
* feat: add env object and disabled flag handling for MCP client configuration
* Format manual config specially for Windsurf and Kiro
* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class
* refactor: extract unity node population logic into centralized helper method
* refactor: only add env property to config for Windsurf and Kiro clients
If it ain't broke with the other clients, don't fix...
* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues
* fix: enforce UTF-8 encoding without BOM when writing files to disk
* 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
* 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