* 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.
* 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
* 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
* 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
* 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
* 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>
* 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>
* 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
* 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
* 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>
* Add missing meta files
* Re-generate .meta files
It was for safety as some were AI generated before. Only minor changes were made
* Remove distribution settings and hardcode default localhost URL
Removes the McpDistributionSettings system that allowed different defaults for Asset Store vs git distributions. Hardcodes the default HTTP base URL to "http://localhost:8080" directly in HttpEndpointUtility and WebSocketTransportClient. Removes the setup window skip logic for remote defaults.
It didn't work in practice, best thing to do is replace the placeholder in the UXML
- Change migration to always clean up legacy keys, even on partial failures
- Upgrade migration messages from Debug to Warn/Info for better visibility
- Add explicit warning when failures occur that manual configuration is needed
- Remove early return on failures to ensure legacy keys are always deleted
- Prevents migration retry loops when some clients fail to configure
Adds KiloCodeConfigurator to enable automatic MCP configuration for
Kilo Code VS Code extension users.
Closes#250
Co-authored-by: Berkant <Nonanti@users.noreply.github.com>
* Fix script path handling and FastMCP Context API usage
1. Fix script path doubling when Assets prefix is used
- ManageScript.TryResolveUnderAssets now properly handles both Assets and Assets/ prefixes
- Previously, paths like Assets/Script.cs would create files at Assets/Assets/Script.cs
- Now correctly strips the prefix and creates files at the intended location
2. Fix FastMCP Context API call in manage_asset
- Changed ctx.warn() to ctx.warning() to match FastMCP Context API
- Fixes AttributeError when manage_asset encounters property parse errors
- Affects ScriptableObject creation and other asset operations with invalid properties
* Fix manage_asset error handling to use ctx.error
Changed ctx.warning to ctx.error for property parse errors in manage_asset
tool to properly handle error cases. This ensures parse errors are reported
as errors rather than warnings, and fixes compatibility with FastMCP Context API.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
* 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.
* Fixed ArrayPool conflict with CString.dll ArrayPool in Tolua
Fixed ArrayPool conflict with CString.dll ArrayPool in Tolua
* ScreenCapture在Unity2022中才支持
ScreenCapture在Unity2022中才支持,增加Unity版本判断
* [FEATURE] Local MCPForUnity Deployment
Similar to deploy.bat, but sideload it to MCP For Unity for easier deployment inside Unity menu.
* Update PackageDeploymentService.cs
* Update with meta file
* Updated Readme
* Updates on Camera Capture Feature
* Enable Camera Capture through both play and editor mode
Notes: Because the standard ScreenCapture.CaptureScreenshot does not work in editor mode, so we use ScreenCapture.CaptureScreenshotIntoRenderTexture to enable it during play mode.
* The user can access the camera access through the tool menu or through direct LLM calling. Both tested on Windows with Claude Desktop.
* Minor changes
nitpicking changes
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
* Update .Bat file and Bug fix on ManageScript
* Update the .Bat file to include runtime folder
* Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
* Further changes
String to Int for consistency
* [Custom Tool] Roslyn Runtime Compilation
Allows users to generate/compile codes during Playmode
* Fix based on CR
* Create claude_skill_unity.zip
Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
* Update for Custom_Tool Fix and Detection
1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
3. Add few missing summary in certain tools
* Revert "Update for Custom_Tool Fix and Detection"
This reverts commit ae8cfe5e256c70ac4a16c79d50341a39cbac18ba.
* Update README.md
* Reapply "Update for Custom_Tool Fix and Detection"
This reverts commit f423c2f25e9ccff4f3b89d1d360ee9cf13143733.
* Update ManageScript.cs
Fix the layout problem of manage_script in the panel
* Update
To comply with the current server setting
* Update on Batch
Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
* Revert "Merge pull request #1 from Scriptwonder/batching"
This reverts commit 55ee76810be161d414e1f5f5abaa5ee30ddd0052, reversing
changes made to ae2eedd7fb2c6a66ff008bacac481aefb1b0d176.
* Update .Bat file and Bug fix on ManageScript
* Update the .Bat file to include runtime folder
* Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
* Further changes
String to Int for consistency
* [Custom Tool] Roslyn Runtime Compilation
Allows users to generate/compile codes during Playmode
* Fix based on CR
* Create claude_skill_unity.zip
Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
* Update for Custom_Tool Fix and Detection
1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
3. Add few missing summary in certain tools
* Revert "Update for Custom_Tool Fix and Detection"
This reverts commit ae8cfe5e256c70ac4a16c79d50341a39cbac18ba.
* Update README.md
* Reapply "Update for Custom_Tool Fix and Detection"
This reverts commit f423c2f25e9ccff4f3b89d1d360ee9cf13143733.
* Update ManageScript.cs
Fix the layout problem of manage_script in the panel
* Update
To comply with the current server setting
* Update on Batch
Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
* Revert "Merge branch 'main' into batching"
This reverts commit 51fc4b4deb9e907cab3404d8c702131e3da85122, reversing
changes made to 318c824e1b78ca74701a1721a5a94f5dc567035f.
* Fix macOS port conflict: Disable SO_REUSEADDR and improve UI port display
- StdioBridgeHost.cs: Disable ReuseAddress on macOS to force AddressAlreadyInUse exception on conflict.
- PortManager.cs: Add connection check safety net for macOS.
- McpConnectionSection.cs: Ensure UI displays the actual live port instead of just the requested one.
* Fix macOS port conflict: Disable SO_REUSEADDR and improve UI port display
- StdioBridgeHost.cs: Disable ReuseAddress on macOS to force AddressAlreadyInUse exception on conflict.
- PortManager.cs: Add connection check safety net for macOS.
- McpConnectionSection.cs: Ensure UI displays the actual live port instead of just the requested one.
* Address CodeRabbit feedback: UX improvements and code quality fixes
- McpConnectionSection.cs: Disable port field when session is running to prevent editing conflicts
- StdioBridgeHost.cs: Refactor listener creation into helper method and update EditorPrefs on port fallback
- unity_instance_middleware.py: Narrow exception handling and preserve SystemExit/KeyboardInterrupt
- debug_request_context.py: Document that debug fields expose internal implementation details
* Fix: Harden Python detection on Windows to handle App Execution Aliases
* Refactor: Pre-resolve conflicts for McpConnectionSection and middleware
* Fix: Remove leftover merge conflict markers in StdioBridgeHost.cs
* fix: clarify create_script tool description regarding base64 encoding
* fix: improve python detection on macOS by checking specific Homebrew paths
* Fix duplicate SetEnabled call and improve macOS Python detection
* Fix port display not reverting to saved preference when session ends
Tackle the requests in Issue#267, tested and no bugs found.
(1)LLM can duplicate an gameobject based on request
(2)LLM can move a gameobject relative to another gameobject
* Fix: HTTP/Stdio transport routing and middleware session persistence
- Ensure session persistence for stdio transport by using stable client_id/global fallback.
- Fix Nagle algorithm latency issues by setting TCP_NODELAY.
- Cleanup duplicate logging and imports.
- Resolve C# NullReferenceException in EditorWindow health check.
* Fix: thread-safe middleware singleton and re-enable repo stats schedule
* Temp Update on Material Assignment
Previously it was shader assignment by request or iterative order from URP to Unlit, but LLM usually assign Standard in a URP setting.
This small fix introduce the helper to resolve some of the conflicts, while give warnings in the log to show if the user is creating a shader in a non-compatible setting.
* Update RenderPipelineUtility.cs