Commit Graph

43 Commits (72c30a26e1e3b1157d0185f03751885224e55a27)

Author SHA1 Message Date
Marcus Sanatan d3e42a1c32 docs: change README installation examples from fixed version to beta branch
Remove version-specific installation examples from README.md and README-zh.md, replacing with beta branch references. Update release workflow and update_versions.py to stop modifying README files during version bumps since they no longer contain version-specific URLs.
2026-01-23 01:14:54 -04:00
Marcus Sanatan 63b666b421 Minor feedback 2026-01-22 21:45:03 -04:00
Marcus Sanatan f314a2367a
Update CI flow so that we bump from beta to main, and sync back (#614)
* feat: add release workflow concurrency control and main-to-beta sync

Add safeguards to prevent concurrent releases and ensure beta stays in sync:
- Add concurrency group to prevent overlapping release runs
- Enforce workflow runs only on main branch (fail if run elsewhere)
- Explicitly checkout and push to main (not dynamic branch)
- Fail if release tag already exists (was silently skipping)
- Add sync_beta job that merges main back into beta after release
- Add docs/guides/RELEASING.md with two

* feat: use PRs for version bumps and beta sync instead of direct pushes

For release notes to work we need for PRs from beta to main to not be squashed. We also want to enforce all changes to be via PRs, for humans. But that also limits GH Actions.

An alternative is creating a GH App with bypass permissions but that felt like overkill

Replace direct pushes to main/beta with PR-based workflow for better branch protection compatibility:
- Create temporary release/vX.Y.Z branch for version bump
- Open PR from release branch into main, enable auto-merge
- Poll for PR merge completion (up to 2 minutes) before creating tag
- Fetch merged main and create tag on merged commit
- Clean up release branch after tag creation
- Create PR to merge main into beta (skip if already
2026-01-22 21:36:54 -04:00
Marcus Sanatan f32b62d616 docs: add LLM prompt and checklist for documentation updates
Add automated documentation update workflow to ensure consistency when tools/resources change:
- Add UPDATE_DOCS_PROMPT.md with copy-paste LLM prompt that:
  - Instructs LLM to scan Server/src/services/tools/ and resources/ for decorators
  - Updates manifest.json tools array, README.md tools/resources sections, README-zh.md
  - Enforces alphabetical ordering and formatting rules (backticks, bullets)
  - References check_docs_sync.py for
2026-01-22 16:23:42 -04:00
Marcus Sanatan 067eddd1da refactor: consolidate version update logic into Python script
Replace inline sed/jq commands in release workflow with tools/update_versions.py script that:
- Updates MCPForUnity/package.json, manifest.json, Server/pyproject.toml
- Updates version references in Server/README.md, README.md, docs/i18n/README-zh.md
- Supports --dry-run and --version flags
- Auto-detects version from package.json if not specified
- Provides better error handling and progress output
2026-01-22 16:08:21 -04:00
Bryan Thompson 1238eb1e84
feat: Add MCPB bundle for Claude Desktop installation (#580)
* feat: Add MCPB bundle for Claude Desktop installation

Add Model Context Protocol Bundle (MCPB) support enabling single-click
installation in Claude Desktop and other MCP hosts.

Changes:
- Add manifest.json with uvx-based server configuration
- Add icon.png for display in Claude Desktop
- Add .mcpbignore for build exclusions
- Add pre-built unity-mcp.mcpb bundle

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

* fix: Generate MCPB as release artifact instead of committing to repo

Address review feedback from @msanatan:
- Remove pre-built unity-mcp.mcpb and icon.png from repository
- Add tools/generate_mcpb.py script for bundle generation
- Update release.yml with new publish_mcpb job that:
  - Generates bundle using generate_mcpb.py
  - Uploads MCPB file as release artifact
- Update manifest.json to reference icon from docs/images/

The bundle is now generated automatically on each release,
keeping the repository clean while providing download artifacts.

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

* fix: Use correct mcpb pack CLI syntax (positional args)

The mcpb CLI uses 'mcpb pack [directory] [output]' syntax,
not '--output' flag. Tested locally - bundle generates correctly.

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

---------

Co-authored-by: triepod-ai <199543909+triepod-ai@users.noreply.github.com>
2026-01-22 15:46:35 -04:00
Marcus Sanatan 9682e3c3e1
Marcus/update readme on release (#607)
* chore: update version references in README files during release

- Add version update for root README.md UPM fixed version examples
- Add version update for README-zh.md UPM and pip fixed version examples
- Include README.md and README-zh.md in release commit

* Update version in README

* Update example command version

* Update simplified Chinese readme to match english one

* The readme has changed

* docs: reorganize documentation into structured subdirectories

- Move README-zh.md to docs/i18n/README-zh.md
- Move development docs to docs/development/ (README-DEV.md, README-DEV-zh.md)
- Move user guides to docs/guides/ (CLI_USAGE.md, CURSOR_HELP.md, MCP_CLIENT_CONFIGURATORS.md)
- Move migration guides to docs/migrations/ (v5_MIGRATION.md, v6_NEW_UI_CHANGES.md, v8_NEW_NETWORKING_SETUP.md)
- Move reference docs to docs/reference/ (CUSTOM_TOOLS.md, TELEMETRY.md)
- Update all internal links in README
2026-01-21 22:35:24 -04:00
Shutong Wu d96dad3e9a
Create pull_request_template.md
Add a pull request template for contributors.
2026-01-20 22:36:54 -05:00
dsarno 1ab0fd4ba4
Fix ULF detection in Claude licensing (#569)
Detect ULF by Signature before entitlement XML and log license source for debugging.
2026-01-15 13:34:50 -08:00
dsarno a4f74dab43
Workflow cleanup (#568)
* Remove unused GitHub workflow files

* Allow Unity workflows to run in forks

Also adjust Claude NL suite licensing checks so it can run in the top-level repo.
2026-01-15 12:48:15 -08:00
David Sarno 12fa0b7707 Fix PyPI publish by inlining steps in release workflow
The pypa/gh-action-pypi-publish action does not support being called
from nested composite actions due to GitHub Actions context variable
limitations (github.action_repository not propagating correctly).

Inline the publish steps directly in release.yml to avoid the issue.
See: https://github.com/pypa/gh-action-pypi-publish/issues/338

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 16:09:27 -08:00
David Sarno 7fbdbddbc9 Pin pypi-publish action to v1.12.4
v1.13.0 introduced Docker container name issues with uppercase
repository names. Pin to v1.12.4 which was working previously.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 15:53:55 -08:00
David Sarno 6b87f603aa Fix PyPI publish action for uppercase repo names
Disable attestations to avoid Docker image reference error caused by
uppercase letters in repository name (CoplayDev/unity-mcp). Docker
requires lowercase image references.

The trusted publishing (OIDC) already provides supply chain security.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 15:39:42 -08:00
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 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
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
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
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
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
Marcus Sanatan edd40ec86e
Publish to Docker Hub (#468)
* Add GitHub Actions workflow for Docker Hub publishing

* Remove TestPyPI publishing from PyPI workflow

Removes the publish-to-testpypi job from the GitHub Actions workflow to streamline the publishing process and only publish to production PyPI.

* Update Server/DOCKER_OVERVIEW.md

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

* Update .github/workflows/publish-docker.yml

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

* Align docker and pypi publishing so they update on new tags in the same way

* Add caching to speed up pushes

* Remove unnecessary permissions

* Let's be super specific about the platform

it should be Ubuntu's default but just in case

---------

Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-12-19 17:24:04 -04:00
Marcus Sanatan 12e1b62b2e
Publish to pypi (#466)
* Lowercase project name for server

* Update metadata for project

* Add GitHub Actions workflow for PyPI package publishing
2025-12-19 16:43:44 -04:00
dsarno d06eaefa8a
Unity MCP CI Test Improvements (#452)
* 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.
2025-12-10 14:54:55 -08:00
Marcus Sanatan 2f63405069 Remove automatic version bumping from README files and switch to unversioned git URLs
Unity doesn't update users who install with a fixed version

- Remove sed commands that update version references in README.md and README-zh.md
- Update git add command to exclude README files from version bump commits
- Change README installation URLs from versioned (#v8.1.0) to unversioned (no tag)
- Add documentation showing how to use tagged URLs for users who need fixed versions
2025-11-28 00:16:04 -04:00
Marcus Sanatan a034ab0b21
HTTP Server, uvx, C# only custom tools (#375)
* Remove temp folder from repo

* Ignore boot.config

* Remove buttons to download or rebuild the server

* Remove embedded MCP server in plugin

We'll reference the remote server in GitHub and configure clients to use `uvx`

* As much as possible, rip out logic that installs a server

* feat: migrate to uvx-based server configuration

- Replaced local server execution with uvx package-based configuration for improved reliability
- Added GetUvxCommand helper to generate correct package version command string
- Updated config generation to use `uvx mcp-for-unity` instead of local Python server
- Modified Codex and client configuration validation to support uvx-based setup
- Removed unused server source directory handling and related preferences
- Updated tests to verify uvx command generation

* Cleanup the temp folders created by tests

We don't commit temp folders, tests are expected to clean up after themselves

* The test kept failing but the results looked correct, floating point comparisons are not precise

* feat: migrate from local server to uvx-based configuration

- Replaced local server path detection with uvx-based package installation from git repository
- Updated all configuration generators to use structured uvx command parts (command, --from URL, package)
- Renamed UV path references to UVX for clarity and consistency
- Added GetUvxCommandParts() helper to centralize uvx command generation
- Added GetMcpServerGitUrl() to handle git repository URL construction
- Updated client configuration validation

* refactor: use dynamic package version instead of hardcoded value

* Update CI so it only updates the Server folder

* feat: implement uvx package source path resolution

- Added GetUvxPackageSourcePath method to locate unity-mcp package in uv cache by traversing git checkouts
- Replaced hardcoded "Dummy" path in PythonToolSyncProcessor with dynamic path resolution
- Added validation for Server directory structure and pyproject.toml to ensure correct package location

* refactor: replace Python tool syncing with custom tool registration system

- Removed PythonToolsAsset and file-based sync processor in favor of attribute-based tool discovery
- Implemented CustomToolRegistrationProcessor with automatic registration on startup and script reload
- Added registration enable/disable preference and force re-registration capability

* feat: add HTTP transport support and cache management

- Implemented HTTP transport option with configurable URL/port alongside existing stdio mode
- Added cache management service with menu item to clear uvx package cache
- Updated config builder to generate transport-specific arguments and VSCode type field based on selected mode

* refactor: simplify HTTP configuration to use URL-based approach

- Replaced separate host/port arguments with single --http-url parameter for cleaner configuration
- Updated server to parse URL and allow individual host/port overrides when needed
- Consolidated HTTP client implementation with connection testing and tool execution support

* refactor: standardize transport configuration with explicit --transport flag

- Replaced --enable-http-server flag with --transport choice parameter (stdio/http) for clearer intent
- Removed redundant HTTP port field from UI since HTTP mode uses the same URL/port as MCP client
- Simplified server startup logic by consolidating transport mode determination

* refactor: move MCP menu items under Window menu

* feat: restructure config generation for HTTP transport mode

- Changed HTTP mode to use URL-based configuration instead of command-line arguments
- Added proper cleanup of incompatible fields when switching between stdio and HTTP transports
- Moved uvx command parsing inside stdio-specific block to avoid unnecessary processing in HTTP mode

* feat: add local HTTP server management with Git URL override

- Implemented server management service with menu item to start local HTTP server in new terminal window
- Added Git URL override setting in advanced configuration to allow custom server source for uvx --from
- Integrated server management into service locator with validation for local-only server startup

* fix: remove automatic HTTP protocol prefix from URL field

- Removed auto-prefixing logic that added "http://" to URLs without protocol
- Added placeholder text to guide users on expected URL format
- Created dedicated url-field style class for better URL input styling

* feat: implement proper MCP session lifecycle with HTTP transport

- Added initialize, ping, and disconnect methods to HttpMcpClient for proper MCP protocol session management
- Implemented session ID tracking and header management for stateful HTTP connections
- Added cross-platform terminal launcher support for Windows and Linux (previously macOS-only)

* feat: implement JSON-RPC protocol for MCP tool execution

- Added proper JSON-RPC 2.0 request/response handling with request ID tracking
- Included MCP protocol headers (version, session ID) for standard compliance
- Added error handling for JSON-RPC error responses

* feat: improve text wrapping in editor window UI

- Added white-space: normal and flex-shrink properties to section headers and override labels to prevent text overflow
- Created new help-text style class for consistent formatting of help text elements

* refactor: refresh git URL override from EditorPrefs on validation

* fix: improve responsive layout for editor window settings

- Added flex-wrap to setting rows to prevent overflow on narrow windows
- Set flex-shrink: 0 on labels to maintain consistent width
- Replaced max-width and margin-left with flex-basis for better flex behavior

* refactor: improve thread safety in tool registration

- Capture Unity API calls on main thread before async operations to prevent threading issues
- Update RegisterAllTools to use Task.Run pattern instead of GetAwaiter().GetResult() to avoid potential deadlocks
- Add optional projectId parameter to RegisterAllToolsAsync for pre-captured values

* refactor: replace MCP tool calls with direct HTTP endpoints for tool registration

- Removed synchronous registration method and unused MCP bridge logic from CustomToolRegistrationService
- Changed tool registration to use direct HTTP POST to /register-tools endpoint instead of MCP protocol
- Added FastAPI HTTP routes alongside existing MCP tools for more flexible tool management access

* refactor: centralize HTTP endpoint URL management

- Created HttpEndpointUtility to normalize and manage base URLs consistently
- Replaced scattered EditorPrefs calls with utility methods that handle URL normalization
- Ensured base URL storage excludes trailing paths like "/mcp" for cleaner configuration

* refactor: simplify custom tools management with in-memory registry

- Removed CustomToolsManager and fastmcp_tool_registry modules in favor of inline implementation
- Replaced class-based tool management with direct HTTP route handlers using FastMCP's custom_route decorator
- Consolidated tool registration logic into simple dictionary-based storage with helper functions

* feat: add dynamic custom tool registration system

- Implemented CustomToolService to manage project-scoped tool registration with validation and conflict detection
- Added HTTP endpoints for registering, listing, and unregistering custom tools with proper error handling
- Converted health and registry endpoints from HTTP routes to MCP tools for better integration

* feat: add AutoRegister flag to control tool registration

- Added AutoRegister property to McpForUnityToolAttribute (defaults to true)
- Modified registration service to filter and only register tools with AutoRegister enabled
- Disabled auto-registration for all built-in tools that already exist server-side

* feat: add function signature generation for dynamic tools

- Implemented _build_signature method to create proper inspect.Signature objects for dynamically created tools
- Signature includes Context parameter and all tool parameters with correct required/optional defaults
- Attached generated signature to dynamic_tool functions to improve introspection and type checking

* refactor: remove unused custom tool registry endpoints

* test: add transport configuration validation for MCP client tests

- Added HTTP transport preference setup in test fixtures to ensure consistent behavior
- Implemented AssertTransportConfiguration helper to validate both HTTP and stdio transport modes
- Added tests to verify stdio transport fallback when HTTP preference is disabled

* refactor: simplify uvx path resolution to use PATH by default

- Removed complex platform-specific path detection logic and verification
- Changed to rely on system PATH environment variable instead of searching common installation locations
- Streamlined override handling to only use EditorPrefs when explicitly set by user

* feat: use serverUrl property for Windsurf HTTP transport

- Changed Windsurf configs to use "serverUrl" instead of "url" for HTTP transport to match Windsurf's expected format
- Added cleanup logic to remove stale transport properties when switching between HTTP and stdio modes
- Updated Windsurf to exclude "env" block (only required for Kiro), while preserving it for clients that need it

* feat: ensure client configurations stay current on each setup

- Removed skip logic for already-configured clients to force re-validation of core fields
- Added forced re-registration for ClaudeCode clients to keep transport settings up-to-date

* feat: add automatic migration for legacy embedded server configuration

- Created LegacyServerSrcMigration to detect and migrate old EditorPrefs keys on startup
- Automatically reconfigures all detected clients to use new uvx/stdio path
- Removes legacy keys only after successful migration to prevent data loss

* feat: add automatic stdio config migration on package updates

- Implemented StdIoVersionMigration to detect package version changes and refresh stdio MCP client configurations
- Added support for detecting stdio usage across different client types (Codex, VSCode, and generic JSON configs)
- Integrated version tracking via EditorPrefs to prevent redundant migrations

* Centralize where editor prefs are defined

It's really hard to get a view of all the editor prfes in use.
This should help humans and AI know what's going on at a glance

* Update custom tools docs

* refactor: consolidate server management UI into main editor window

- Removed server and maintenance menu items from top-level menu
- Moved "Start Local HTTP Server" and "Clear UVX Cache" buttons into editor window settings
- Added dynamic button state management based on transport protocol and server availability

* Don't show error logs when custom tools are already registerd with the server

* Only autoconnect to port 6400 if the user is using stdio for connections

* Don't double register tools on startup

* feat: switch to HTTP transport as default connection method

- Changed default transport from stdio to HTTP with server running on localhost:8080
- Added UI controls to start/stop local HTTP server directly from Unity window
- Updated all documentation and configuration examples to reflect HTTP-first approach with stdio as fallback option

* Automatically bump the versions in the READMEs.

The `main` branch gets updated before we do a release. Using versions helps users get a stable, tested installation

* docs: add HTTP transport configuration examples

- Added HTTP transport setup instructions alongside existing stdio examples
- Included port mapping and URL configuration for Docker deployments
- Reorganized client configuration sections to clearly distinguish between HTTP and stdio transports

* feat: add WebSocket-based plugin hub for Unity connections

- Implemented persistent WebSocket connections with session management, heartbeat monitoring, and command routing
- Created PluginRegistry for tracking active Unity instances with hash-based lookup and automatic reconnect handling
- Added HTTP endpoints for session listing and health checks, plus middleware integration for instance-based routing

* refactor: consolidate Unity instance discovery with shared registry

- Introduced StdioPortRegistry for centralized caching of Unity instance discovery results
- Refactored UnityConnection to use stdio_port_registry instead of direct PortDiscovery calls
- Improved error handling with specific exception types and enhanced logging clarity

* Use websockets so that local and remote MCP servers can communicate with Unity

The MCP server supports HTTP and stdio protocols, and the MCP clients use them to communicate.
However, communication from the MCP server to Unity is done on the local port 6400, that's somewhat hardcoded.
So we add websockets so oure remotely hosted MCP server has a valid connection to the Unity plugin, and can communicate with

- Created ProjectIdentityUtility for centralized project hash, name, and session ID management
- Moved command processing logic from MCPForUnityBridge to new TransportCommandDispatcher service
- Added WebSocket session ID and URL override constants to EditorPrefKeys
- Simplified command queue processing with async/await pattern and timeout handling
- Removed duplicate command execution code in favor of shared dispatcher implementation

* refactor: simplify port management and improve port field validation

- Removed automatic port discovery and fallback logic from GetPortWithFallback()
- Changed GetPortWithFallback() to return stored port or default without availability checks
- Added SetPreferredPort() method for explicit port persistence with validation
- Replaced Debug.Log calls with McpLog.Info/Warn for consistent logging
- Added port field validation on blur and Enter key press with error handling
- Removed automatic port waiting

* Launch the actual local webserver via the button

* Autoformat

* Minor fixes so the server can start

* Make clear uvx button work

* Don't show a dialog after clearing cache/starting server successfully

It's annoying, we can just log when successful, and popup if something failed

* We no longer need a Python importer

* This folder has nothing in it

* Cleanup whitespace

Most AI generated code contains extra space, unless they're hooked up to a linter. So I'm just cleaning up what's there

* We no longer need this folder

* refactor: move MCPForUnityBridge to StdioBridgeHost and reorganize transport layer

- Renamed MCPForUnityBridge class to StdioBridgeHost and moved to Services.Transport.Transports namespace
- Updated all references to StdioBridgeHost throughout codebase (BridgeControlService, TelemetryHelper, GitHub workflow)
- Changed telemetry bridge_version to use AssetPathUtility.GetPackageVersion() instead of hardcoded version
- Removed extensive inline comments and documentation throughout StdioBridgeHost

* Skip tools registration if the user is not connected to an HTTP server

* Fix VS Code configured status in UI

Serializing the config as dynamic and then reading null properties (in this case, args) caused the error. So we just walk through the properities and use JObject, handling null value explicitily

* Stop blocking the main thread when connecting via HTTP

Now that the bridge service is asynchronous, messages back and forth the server work well (including the websocket connection)

* Separate socket keep-alive interval from application keep-alive interval

Split the keep-alive configuration into two distinct intervals: _keepAliveInterval for application-level keep-alive and _socketKeepAliveInterval for WebSocket-level keep-alive. This allows independent control of socket timeout behavior based on server configuration while maintaining the application's keep-alive settings.

* Add a debug log line

* Fix McpLog.Debug method, so it actually reads the checkbox value from the user

* Add HTTP bridge auto-resume after domain reload

Implement HttpBridgeReloadHandler to automatically resume HTTP/HttpPush transports after Unity domain reloads, matching the behavior of the legacy stdio bridge. Add ResumeHttpAfterReload EditorPref key to persist state across reloads and expose ActiveMode property in IBridgeControlService to check current transport mode.

* Add health verification after HTTP bridge auto-resume

Trigger health check in all open MCPForUnityEditorWindow instances after successful HTTP bridge resume following domain reload. Track open windows using static HashSet and schedule async health verification via EditorApplication.delayCall to ensure UI updates reflect the restored connection state.

* Add name and path fields to code coverage settings

Initialize m_Name and m_Path fields in code coverage Settings.json to match Unity's expected settings file structure.

* Only register custom tools AFTER we established a healthy HTTP connection

* Convert custom tool handlers to async functions

Update dynamic_tool wrapper to use async/await pattern and replace synchronous send_with_unity_instance/send_command_with_retry calls with their async counterparts (async_send_with_unity_instance/async_send_command_with_retry).

* Correctly parse responses from Unity in the server so tools and resources can process them

We also move the logic to better places than the __init__.py file for tools, since they're shared across many files, including resources

* Make some clarifications for custom tools in docs

* Use `async_send_with_unity_instance` instead of `send_with_unity_instance`

The HTTP protocol doesn't working with blocking commands, so now we have our tools set up to work with HTTP and stdio fullly. It's coming together :-)

* Fix calls to async_send_with_unity_instance in manage_script

* Rename async_send_with_unity_instance to send_with_unity_instance

* Fix clear uv cache command

Helps a lot with local development

* Refactor HTTP server command generation into reusable method and display in UI

Extract HTTP server command building logic from StartLocalHttpServer into new TryGetLocalHttpServerCommand method. Add collapsible foldout in editor window to display the generated command with copy button, allowing users to manually start the server if preferred. Update UI state management to refresh command display when transport or URL settings change.

* Ctrl/Cmd + Shift + M now toggles the window

Might as well be able to close the window as well

* Fallback to a git URL that points to the main branch for the MCP git URL used by uvx

* Add test setup/teardown to preserve and reset Git URL override EditorPref

Implement OneTimeSetUp/OneTimeTearDown to save and restore the GitUrlOverride EditorPref state, and add SetUp to delete the key before each test. This ensures tests run with deterministic Git URLs while preserving developer overrides between test runs.

* Update docs, scripts and GH workflows to use the new MCP server code location

* Update plugin README

* Convert integration tests to async/await pattern

Update all integration tests to use pytest.mark.asyncio decorator and async/await syntax. Change test functions to async, update fake_send/fake_read mocks to async functions with **kwargs parameter, and patch async_send_command_with_retry instead of send_command_with_retry. Add await to all tool function calls that now return coroutines.

* Update image with new UI

* Remove unused HttpTransportClient client

Before I had the realization that I needed webscokets, this was my first attempt

* Remove copyright notice

* Add a guide to all the changes made for this version

A lot of code was written by AI, so I think it's important that humans can step through how all these new systems work, and know where to find things.

All of these docs were written by hand, as a way to vet that I understand what the code I wrote and generated are doing, but also to make ti easy to read for you.

* Organize imports and remove redundant import statements

Clean up import organization by moving imports to the top of the file, removing duplicate imports scattered throughout the code, and sorting imports alphabetically within their groups (standard library, third-party, local). Remove unnecessary import aliases and consolidate duplicate urlparse and time imports.

* Minor edits

* Fix stdio serializer to use the new type parameter like HTTP

* Fix: Automatic bridge reconnection after domain reload without requiring Unity focus

- Add immediate restart attempt in OnAfterAssemblyReload() when Unity is not compiling
- Enhanced compile detection to check both EditorApplication.isCompiling and CompilationPipeline.isCompiling
- Add brief port release wait in StdioBridgeHost before switching ports to reduce port thrash
- Fallback to delayCall/update loop only when Unity is actively compiling

This fixes the issue where domain reloads (e.g., script edits) would cause connection loss until Unity window was refocused, as EditorApplication.update only fires when Unity has focus.

* Make the server work in Docker

We use HTTP mode by default in docker, this is what will be hosted remotely if one chooses to.
We needed to update the uvicorn package to a version with websockets, at least so the right version is explicitly retrieved

* Cache project identity on initialization to avoid repeated computation

Add static constructor with [InitializeOnLoad] attribute to cache project hash and name at startup. Introduce volatile _identityCached flag and cached values (_cachedProjectName, _cachedProjectHash) to store computed identity. Schedule cache refresh on initialization and when project changes via EditorApplication.projectChanged event. Extract ComputeProjectHash and ComputeProjectName as private methods that perform the actual computation. Update public

* Fix typos

* Add unity_instance_middleware to py-modules list in pyproject.toml

* Remove Foldout UI elements and simplify HTTP server command section

Replace Foldout with VisualElement for http-server-command-section to display HTTP server command directly without collapsible wrapper. Remove unused manualConfigFoldout field and associated CSS styles. Remove unused _identityCached volatile flag from ProjectIdentityUtility as caching logic no longer requires it.

* Reduce height of HTTP command box

* Refresh HTTP server command display when Git URL override changes

* Make the box a bit smaller

* Split up main window into various components

Trying to avoid to monolithic files, this is easier to work, for humans and LLMs

* Update the setup wizard to be a simple setup popup built with UI toolkit

We also fix the Python/uv detectors. Instead of searching for binaries, we just test that they're available in the PATH

* Ensure that MCP configs are updated when users switch between HTTP and stdio

These only work for JSON configs, we'll have to handle Codex and Claude Code separately

* Detect Codex configuration when using HTTP or stdio configs

* Use Claude Code's list command to detect whether this MCP is configured

It's better than checking the JSON and it can verify both HTTP and stdio setups

* Fix and add tests for building configs

* Handle Unity reload gaps by retrying plugin session resolution

* Add polling support for long-running tools with state persistence

Introduce polling middleware to handle long-running operations that may span domain reloads. Add McpJobStateStore utility to persist tool state in Library folder across reloads. Extend McpForUnityToolAttribute with RequiresPolling and PollAction properties. Update Response helper with Pending method for standardized polling responses. Implement Python-side polling logic in custom_tool_service.py with configurable intervals and 10-minute timeout.

* Polish domain reload resilience tests and docs

* Refactor Response helper to use strongly-typed classes instead of anonymous objects

Replace static Response.Success/Error/Pending methods with SuccessResponse, ErrorResponse, and PendingResponse classes. Add IMcpResponse interface for type safety. Include JsonProperty attributes for serialization and JsonIgnore properties for backward compatibility with reflection-based tests. Update all tool and resource classes to use new response types.

* Rename Setup Wizard to Setup Window and improve UV detection on macOS/Linux

Rename SetupWizard class to SetupWindowService and update all references throughout the codebase. Implement platform-specific UV detection for macOS and Linux with augmented PATH support, including TryValidateUv methods and BuildAugmentedPath helpers. Split single "Open Installation Links" button into separate Python and UV install buttons. Update UI styling to improve installation section layout with proper containers and button

* Update guide on what's changed in v8

Lots of feedback, lots of changes

* Update custom tool docs to use new response objects

* Update image used in README

Slightly more up to date but not final

* Restructure backend

Just make it more organized, like typical Python projects

* Remove server_version.txt

* Feature/http instance routing (#5)

* Fix HTTP instance routing and per-project session IDs

* Drop confusing log message

* Ensure lock file references later version of uvicorn with key fixes

* Fix test imports

* Update refs in docs

---------

Co-authored-by: David Sarno <david@lighthaus.us>

* Generate the session ID from the server

We also make the identifying hashes longer

* Force LLMs to choose a Unity instance when multiple are connected

OK, this is outright the best OSS Unity MCP available

* Fix tests caused by changes in session management

* Whitespace update

* Exclude stale builds so users always get the latest version

* Set Pythonpath env var so Python looks at the src folder for modules

Not required for the fix, but it's a good guarantee regardless of the working directory

* Replace Optional type hints with modern union syntax (Type | None)

Update all Optional[Type] annotations to use the PEP 604 union syntax Type | None throughout the transport layer and mcp_source.py script

* Replace Dict type hints with modern dict syntax throughout codebase

Update all Dict[K, V] annotations to use the built-in dict[K, V] syntax across services, transport layer, and models for consistency with PEP 585

* Remove unused type imports across codebase

Clean up unused imports of Dict, List, and Path types that are no longer needed after migration to modern type hint syntax

* Remove the old telemetry test

It's working, we have a better integration test in any case

* Clean up stupid imports

No AI slop here lol

* Replace dict-based session data with Pydantic models for type safety

Introduce Pydantic models for all WebSocket messages and session data structures. Replace dict.get() calls with direct attribute access throughout the codebase. Add validation and error handling for incoming messages in PluginHub.

* Correctly call `ctx.info` with `await`

No AI slop here!

* Replace printf-style logging with f-string formatting across transport and telemetry modules

Convert all logger calls using %-style string formatting to use f-strings for consistency with modern Python practices. Update telemetry configuration logging, port discovery debug messages, and Unity connection logging throughout the codebase.

* Register custom tools via websockets

Since we'll end up using websockets for HTTP and stdio, this will ensure custom tools are available to both.
We want to compartmentalize the custom tools to the session. Custom tools in 1 unity project don't apply to another one.
To work with our multi-instance logic, we hide the custom tools behind a custom tool function tool. This is the execute_custom_tool function.
The downside is that the LLM has to query before using it.
The upside is that the execute_custom_tool function goes through the standard routing in plugin_hub, so custom tools are always isolated by project.

* Add logging decorator to track tool and resource execution with arguments and return values

Create a new logging_decorator module that wraps both sync and async functions to log their inputs, outputs, and exceptions. Apply this decorator to all tools and resources before the telemetry decorator to provide detailed execution traces for debugging.

* Fix JSONResponse serialization by converting Pydantic model to dict in plugin sessions endpoint

* Whitespace

* Move import of get_unity_instance_from_context to module level in unity_transport

Relocate the import from inside the with_unity_instance decorator function to the top of the file with other imports for better code organization and to avoid repeated imports on each decorator call.

* Remove the tool that reads resources

They don't perform well at all, and confuses the models most times.
However, if they're required, we'll revert

* We have buttons for starting and stopping local servers

Instead of a button to clear uv cache, we have start and stop buttons.
The start button pulls the latest version of the server as well.
The stop button finds the local process of the server and kills.
Need to test on Windows but it works well

* Consolidate cache management into ServerManagementService and remove standalone CacheManagementService

Move the ClearUvxCache method from CacheManagementService into ServerManagementService since cache clearing is primarily used during server operations. Remove the separate ICacheManagementService interface and CacheManagementService class along with their service locator registration. Update StartLocalServer to call the local ClearUvxCache method instead of going through the service locator.

* Update MCPForUnity/Editor/Helpers/ProjectIdentityUtility.cs

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

* Update .github/workflows/claude-nl-suite.yml

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

* Cancel existing background loops before starting a new connection

Nice bug found from CodeRabbit

* Try to kill all processes using the port of the local webserver

* Some better error handling when stopping a server

* Cache fallback session ID to maintain consistency when EditorPrefs are unavailable

Store the fallback session ID in a static field instead of generating a new GUID on each call when EditorPrefs are unavailable during batch tests. Clear the cached fallback ID when resetting the session to ensure a fresh ID is generated on the next session.

* Clean up empty parent temp folder after domain reload tests complete

Check if Assets/Temp folder is empty after deleting test-specific temp directories and remove it if no other files or directories remain. Also remove trailing blank lines from the file.

* Minor fixes

* Change "UV" to "uv" in strings. Capitlization looks weird

* Rename functions that capitalized "UV"

* Ensure WebSocket transport is properly stopped before disposing shared resources

Add disposal guard and call StopAsync() in Dispose() to prevent race conditions when disposing the WebSocket transport while background loops are still running. Log warnings if cleanup fails but continue with resource disposal.

* Replace volatile bool with Interlocked operations for reconnection flag to prevent race conditions

* Replace byte array allocation with ArrayPool to reduce GC pressure in WebSocket message receiving

Rent buffer from ArrayPool<byte>.Shared instead of allocating new byte arrays for each receive operation. Pre-size MemoryStream to 8192 bytes and ensure rented buffer is returned in finally block to prevent memory leaks.

* Consolidate some of the update/refresh logic

* UI tweak disable start/stop buttons while they code is being fired

* Add error dialog when Unity socket port persistence fails

* Rename WebSocketSessionId to SessionId in EditorPrefKeys

By the next version stdio will use Websockets as well, so why be redundant

* No need to send session ID in pong payload

* Add a debug message when we don't have an override for the uvx path

* Remove unused function

* Remove the unused verifyPath argument

* Simplify server management logic

* Remove unused `GetUvxCommand()` function

We construct it in parts now

* Remove `IsUvxDetected()`

The flow changed so it checks editor prefs and then defaults to the command line default. So it's always true.

* Add input validation and improve shell escaping in CreateTerminalProcessStartInfo

- Validate command is not empty before processing
- Strip carriage returns and newlines from command
- macOS: Use osascript directly instead of bash to avoid shell injection, escape backslashes and quotes for AppleScript
- Windows: Add window title and escape quotes in command
- Linux: Properly escape single quotes for bash -c and double quotes for process arguments

* Update technical changes guide

* Add custom_tools resource and execute_custom_tool to README documentation

* Update v8 docs

* Update docs UI image

* Handle when properties are sent as a JSON string in manage_asset

* Fix backend tests

---------

Co-authored-by: David Sarno <david@lighthaus.us>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-11-24 23:21:06 -04:00
Marcus Sanatan 2649d9c379
Move Get commands to editor resources + Run Python tests every update (#368)
* 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>
2025-11-05 16:06:48 -04:00
dsarno faf9affc36
fix: JSON material property handling + tests (manage_asset) #90 (#349)
* 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>
2025-10-24 11:43:26 -07:00
Marcus Sanatan 558f9232d3
Allow the MCP server to be run by `uvx` remotely (#336)
* feat: add entry point script and additional Python modules to server package

Now we can run this server with `uvx`

* refactor: improve package version detection to support both installed and development environments

* refactor: simplify release workflow by removing server packaging step
2025-10-22 17:36:24 -04:00
Marcus Sanatan 90911aa4d7
Use secure unity version (#321)
* 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.
2025-10-17 13:35:47 -04:00
Marcus Sanatan 6b0ee30a86 fix: simplify zip command path traversal in version bump workflow 2025-10-11 03:25:43 -04:00
Marcus Sanatan 1d6d8c67af
New UI and work without MCP server embedded (#313)
* First pass at new UI

* Point to new UI

* Refactor: New Service-Based MCP Editor Window Architecture

We separate the business logic from the UI rendering of the new editor window with new services.
I didn't go full Dependency Injection, not sure if I want to add those deps to the install as yet, but service location is fairly straightforward.

Some differences with the old window:

- No more Auto-Setup, users will manually decide what they want to do
- Removed Python detection warning, we have a setup wizard now
- Added explicit path overrides for `uv` and the MCP server itself

* style: add flex-shrink and overflow handling to improve UI element scaling

* fix: update UI configuration and visibility when client status changes

* feat: add menu item to open legacy MCP configuration window

* refactor: improve editor window lifecycle handling with proper update subscription

* feat: add auto-verification of bridge health when connected

* fix: update Claude Code MCP server registration to use lowercase unityMCP name and correct the manual installation instructions

* fix: add Claude CLI directory to PATH for node/nvm environments

* Clarify how users will see MCP tools

* Add a keyboard shortcut to open the window

* feat: add server download UI and improve installation status messaging

This is needed for the Unity Asset Store, which doesn't have the Python server embedded.

* feat: add dynamic asset path detection to support both Package Manager and Asset Store installations

* fix: replace unicode emojis with escaped characters in status messages

* feat: add server package creation and GitHub release publishing to version bump workflow

* fix: add v prefix to server package filename in release workflow

* Fix download location

* style: improve dropdown and settings layout responsiveness with flex-shrink and max-width

* feat: add package.json version detection and refactor path utilities

* refactor: simplify imports and use fully qualified names in ServerInstaller.cs

* refactor: replace Unity Debug.Log calls with custom McpLog class

* fix: extract server files to temp directory before moving to final location

* docs: add v6 UI documentation and screenshots with service architecture overview

* docs: add new UI Toolkit-based editor window with service architecture and path overrides

* feat: improve package path resolution to support Package Manager and Asset Store installations

* Change Claude Code's casing back to "UnityMCP"

There's no need to break anything as yet

* fix: update success dialog text to clarify manual bridge start requirement

* refactor: move RefreshDebounce and ManageScriptRefreshHelpers classes inside namespace

* feat: add Asset Store fallback path detection for package root lookup

* fix: update server installation success message to be more descriptive

* refactor: replace Unity Debug.Log calls with custom McpLog utility

* fix: add file existence check before opening configuration file

* refactor: simplify asset path handling and remove redundant helper namespace references

* docs: update code block syntax highlighting in UI changes doc

* docs: add code block syntax highlighting for file structure example

* feat: import UnityEditor.UIElements namespace for UI components for Unity 2021 compatibility

* refactor: rename Python server references to MCP server for consistency

* fix: reset client status label color after error state is cleared

* Replace the phrase "Python server" with "MCP server"

* MInor doc clarification

* docs: add path override methods for UV and Claude CLI executables

* docs: update service locator registration method name from SetCustomImplementation to Register
2025-10-11 03:08:16 -04:00
Marcus Sanatan e9b1ae44c5
Rename plugin folder to MCPForUnity (#303)
* 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.
2025-10-03 20:23:28 -04:00
Marcus Sanatan f6796e61f7
Autoformat (#297) 2025-09-30 16:25:33 -04:00
Marcus Sanatan ac4eae926e
Open and close prefabs in the stage view + create them (#283)
* 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
2025-09-26 19:28:56 -04:00
Jos Van der westhuizen 0c7945b36a add github repo stats 2025-09-14 11:30:24 -07:00
dsarno 3e83f993bf
Improved ci prompt testing suite (#270)
* CI: streamline Unity licensing (ULF/EBL); drop cache mounts & EBL-in-container; NL suite: clarify T-E/T-J, anchor positions, EOF brace targeting, SHA preconditions

* CI: support both ULF + EBL; validate ULF before -manualLicenseFile; robust readiness wait; use game-ci @v2 actions

* CI: activate EBL via container using UNITY_IMAGE; fix readiness regex grouping

* CI: minimal patch — guard manualLicenseFile by ulf.ok, expand error patterns, keep return-license @v2 for linter

* CI: harden ULF staging (printf+chmod); pass ULF_OK via env; use manual_args array for -manualLicenseFile

* CI: assert EBL activation writes entitlement to host mount; fail fast if missing

* CI: use heredoc in wait step to avoid nested-quote issues; remove redundant EBL artifact copy; drop job-level if and unused UNITY_VERSION

* CI: harden wait step (container status check, broader ready patterns, longer timeout); make license return non-blocking

* CI: wait step — confirm bridge readiness via status JSON (unity_port) + host socket probe

* CI: YAML-safe readiness fallback (grep/sed unity_port + bash TCP probe); workflow_dispatch trigger + ASCII step names

* CI: refine license error pattern to ignore benign LicensingClient channel startup; only match true activation/return failures

* Improve Unity bridge wait logic in CI workflow

- Increase timeout from 600s to 900s for Unity startup
- Add 'bound' to readiness pattern to catch more bridge signals
- Refine error detection to focus only on license failures
- Remove non-license error patterns that could cause false failures
- Improve error reporting with descriptive messages
- Fix regex escaping for unity port parsing
- Fix case sensitivity in sed commands

* Add comprehensive Unity workflow improvements

- Add project warm-up step to pre-import Library before bridge startup
- Expand license mounts to capture full Unity config and local-share directories
- Update bridge container to use expanded directory mounts instead of narrow license paths
- Provide ULF licenses in both legacy and standard local-share paths
- Improve EBL activation to capture complete Unity authentication context
- Update verification logic to check full config directories for entitlements

These changes eliminate cold import delays during bridge startup and provide
Unity with all necessary authentication data, reducing edge cases and improving
overall workflow reliability.

* Refine Unity workflow licensing and permissions

- Make EBL verification conditional on ULF presence to allow ULF-only runs
- Remove read-only mounts from warm-up container for Unity user directories
- Align secrets gate with actual licensing requirements (remove UNITY_SERIAL only)
- Keep return-license action at v2 (latest available version)

These changes prevent workflow failures when EBL has issues but ULF is valid,
allow Unity to write preferences during warm-up, and ensure secrets detection
matches the actual licensing logic used by the workflow steps.

* fix workflow YAML parse

* Normalize NL/T JUnit names and robust summary

* Fix Python import syntax in workflow debug step

* Improve prompt clarity for XML test fragment format

- Add detailed XML format requirements with exact specifications
- Emphasize NO prologue, epilogue, code fences, or extra characters
- Add specific instructions for T-D and T-J tests to write fragments immediately
- Include exact XML template and TESTID requirements
- Should fix T-D and T-J test failures in CI by ensuring proper fragment format

* Fix problematic regex substitution in test name canonicalization

- Replace unsafe regex substitution that could create malformed names
- New approach: preserve correctly formatted names, extract titles safely
- Prevents edge cases where double processing could corrupt test names
- Uses proper em dash (—) separator consistently
- More robust handling of various input formats

* CI: NL/T hardening — enforce filename-derived IDs, robust backfill, single-testcase guard; tighten prompt emissions; disallow Bash

* fix: keep file ID when canonicalizing test names

* CI: move Unity Pro license return to teardown after stopping Unity; keep placeholder at original site

* CI: remove revert helper & baseline snapshot; stop creating scripts dir; prompt: standardize T-B validation to level=standard

* CI: remove mini workflow and obsolete NL prompts; redact email in all Unity log dumps

* NL/T prompt: enforce allowed ops, require per-test fragment emission (incl. failures), add T-F..T-J XML templates

* NL suite: enforce strict NL-4 emission; remove brittle relabeling; keep canonicalization + backfill

* NL/T: minimize transcript; tighten NL-4 console reads; add final errors scan in T-J

* ci: add local validate-nlt-coverage helper

* CI: add staged report fragment promotion step (reports/_staging -> reports/) to support multi-edit reporting

* CI: add staged report fragment promotion step (reports/_staging -> reports/) to support multi-edit reporting

* CI: minor polish and guardrails; keep staged reports promotion and placeholder detection

* read_console: default count=50; normalize types str->list; tolerate legacy payload shapes

* read_console: harden response parsing for legacy shapes (data as list, tuple entries)

* Docs: refresh CI workflow and prompts (remove mini suite refs; per-test emissions, staging, guard)

* CI: move T coverage check after staged promotion; accept _staging as present; dedupe promotion step

* CI: make T retry conditional on explicit coverage probe (not failure()); respect _staging in probe
2025-09-07 15:47:56 -07:00
David Sarno 548a4f4f29 feat: Add additive test suite and improve validation robustness
- Add nl-unity-suite-full-additive.md: new additive test design that builds state progressively instead of requiring resets
- Update claude-nl-suite.yml workflow to use additive test suite
- Fix validation scoping bugs in ManageScript.cs:
  - Correct scoped validation scope calculation (was using newText.Length instead of originalLength)
  - Enable always-on final structural validation regardless of relaxed mode
- Unify regex_replace and anchor_insert to use same smart matching logic in manage_script_edits.py
- Additive tests demonstrate better real-world workflow testing and expose interaction bugs between operations
- Self-healing capability: tools can recover from and fix broken file states

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 15:36:21 -07:00
dsarno f4712656fa
Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243)
* CI: gate desktop-parity on Anthropic key; pass anthropic_api_key like NL suite

* Add quickprobe prompt and CI workflow (mcp-quickprobe.md, unity-mcp-quickprobe.yml)

* strictier tool use to prevent subagent spawning and force mcp tools

* update workflow filesto reduce likelihood of subagent spawning

* improve permissions for claude agent, fix mcpbridge timeout/token issue

* increase max turns to 10

* ci: align NL suite to new permissions schema; prevent subagent drift

* ci: NL suite -> mini prompt for e2e; add full NL/T prompt; server: ctx optional + project_root fallback; workflows: set UNITY_PROJECT_ROOT for CI

* ci: add checks:write; revert local project hardcodes (manifest, ProjectVersion.txt)

* tools: text-edit routing fixes (anchor_insert via text, CRLF calc); prompts: mini NL/T clarifications

* ci: use absolute UNITY_PROJECT_ROOT; prompts target TestProjects; server: accept relative UNITY_PROJECT_ROOT and bare spec URI

* ci: ignore Unity test project's packages-lock.json; remove from repo to avoid absolute paths

* CI: start persistent Unity Editor for MCP (guarded by license) + allow batch-mode bridge via UNITY_MCP_ALLOW_BATCH

* CI: hide license and pass via env to docker; fix invalid ref format

* CI: readiness probe uses handshake on Unity MCP port (deterministic)

* CI: fix YAML; use TCP handshake readiness probe (FRAMING=1)

* CI: prime Unity license via game-ci; mount ULF into container; extend readiness timeout

* CI: use ULF write + mount for Unity licensing; remove serial/email/pass from container

* CI: entitlement activation (UNITY_SERIAL=''); verify host ULF cache; keep mount

* CI: write ULF from secret and verify; drop entitlement activation step

* CI: detect any licensing path; GameCI prime; status dir env; log+probe readiness; fix YAML

* CI: add GameCI license prime; conditional ULF write; one-shot license validation; explicit status dir + license env

* CI: fix YAML (inline python), add Anthropic key detect via GITHUB_ENV; ready to run happy path

* CI: mount Unity token/ulf/cache dirs into container to share host license; create dirs before start

* CI: fix YAML indentation; write ULF on host; activate in container with shared mounts; mount .config and .cache too

* CI: gate Claude via outputs; mount all Unity license dirs; fix inline probe python; stabilize licensing flow

* CI: normalize detect to step outputs; ensure license dirs mounted and validated; fix indentation

* Bridge: honor UNITY_MCP_STATUS_DIR for heartbeat/status file (CI-friendly)

* CI: guard project path for activation/start; align tool allowlist; run MCP server with python; tighten secret scoping

* CI: finalize Unity licensing mounts + status dir; mode-detect (ULF/EBL); readiness logs+probe; Claude gating via outputs

* CI: fix YAML probe (inline python -c) and finalize happy-path Unity licensing and MCP/Claude wiring

* CI: inline python probe; unify Unity image and cache mounts; ready to test

* CI: fix docker run IMAGE placement; ignore cache find perms; keep same editor image

* CI: pass -manualLicenseFile to persistent Editor; keep mounts and single image

* CI: mount full GameCI cache to /root in persistent Unity; set HOME=/root; add optional license check

* CI: make -manualLicenseFile conditional; keep full /root mount and license check

* CI: set HOME=/github/home; mount GameCI cache there; adjust manualLicenseFile path; expand license check

* CI: EBL sign-in for persistent Unity (email/password/serial); revert HOME=/root and full /root mount; keep conditional manualLicenseFile and improved readiness

* CI: run full NL/T suite prompt (nl-unity-suite-full.md) instead of mini

* NL/T: require unified diffs + explicit verdicts in JUnit; CI: remove short sanity step, publish JUnit, upload artifacts

* NL/T prompt: require CDATA wrapping for JUnit XML fields; guidance for splitting embedded ]]>; keep VERDICT in CDATA only

* CI: remove in-container license check step; keep readiness and full suite

* NL/T prompt: add version header, stricter JUnit schema, hashing/normalization, anchors, statuses, atomic semantics, tool logging

* CI: increase Claude NL/T suite timeout to 30 minutes

* CI: pre-create reports dir and result files to avoid tool approval prompts

* CI: skip wait if container not running; skip Editor start if project missing; broaden MCP deps detection; expand allowed tools

* fixies to harden ManageScript

* CI: sanitize NL/T markdown report to avoid NUL/encoding issues

* revert breaking yyaml changes

* CI: prime license, robust Unity start/wait, sanitize markdown via heredoc

* Resolve merge: accept upstream renames/installer (fix/installer-cleanup-v2) and keep local framing/script-editing

- Restored upstream server.py, EditorWindow, uv.lock\n- Preserved ManageScript editing/validation; switched to atomic write + debounced refresh\n- Updated tools/__init__.py to keep script_edits/resources and adopt new logger name\n- All Python tests via uv: 7 passed, 6 skipped, 9 xpassed; Unity compile OK

* Fix Claude Desktop config path and atomic write issues

- Fix macOS path for Claude Desktop config: use ~/Library/Application Support/Claude/ instead of ~/.config/Claude/
- Improve atomic write pattern with backup/restore safety
- Replace File.Replace() with File.Move() for better macOS compatibility
- Add proper error handling and cleanup for file operations
- Resolves issue where installer couldn't find Claude Desktop config on macOS

* Editor: use macConfigPath on macOS for MCP client config writes (Claude Desktop, etc.). Fallback to linuxConfigPath only if mac path missing.

* Models: add macConfigPath to McpClient for macOS config path selection (fixes CS1061 in editor window).

* Editor: on macOS, prefer macConfigPath in ManualConfigEditorWindow (fallback to linux path); Linux/Windows unchanged.

* Fix McpClient: align with upstream/main, prep for framing split

* NL suite: shard workflow; tighten bridge readiness; add MCP preflight; use env-based shard vars

* NL suite: fix shard step indentation; move shard vars to env; remove invalid inputs

* MCP clients: split VSCode Copilot config paths into macConfigPath and linuxConfigPath

* Unity bridge: clean stale status; bind host; robust wait probe with IPv4/IPv6 + diagnostics

* CI: use MCPForUnity.Editor.MCPForUnityBridge.StartAutoConnect as executeMethod

* Action wiring: inline mcpServers in settings for all shards; remove redundant .claude/mcp.json step

* CI: embed mcpServers in settings for all shards; fix startup sanity step; lint clean

* CI: pin claude-code-base-action to e6f32c8; use claude_args --mcp-config; switch to allowed_tools; ensure MCP config per step

* CI: unpin claude-code-base-action to @beta (commit ref not found)

* CI: align with claude-code-base-action @beta; pass MCP via claude_args and allowedTools

* Editor: Fix apply_text_edits heuristic when edits shift positions; recompute method span on candidate text with fallback delta adjustment

* CI: unify MCP wiring across workflows; write .claude/mcp.json; switch to claude_args with --mcp-config/--allowedTools; remove unsupported inputs

* CI: collapse NL suite shards into a single run to avoid repeated test execution

* CI: minimize allowedTools for NL suite to essential Unity MCP + Bash("git:*") + Write

* CI: mkdir -p reports before run; remove unsupported --timeout-minutes from claude_args

* CI: broaden allowedTools to include find_in_file and mcp__unity__*

* CI: enable use_node_cache and switch NL suite model to claude-3-7-haiku-20250219

* CI: disable use_node_cache to avoid setup-node lockfile error

* CI: set NL suite model to claude-3-haiku-20240307

* CI: cap Haiku output with --max-tokens 2048 for NL suite

* CI: switch to claude-3-7-sonnet-latest and remove unsupported --max-tokens

* CI: update allowedTools to Bash(*) and explicit Unity MCP tool list

* CI: update NL suite workflow (latest tweaks)

* Tests: tighten NL suite prompt for logging, hash discipline, stale retry, evidence windows, diff cap, and VERDICT line

* Add disallowed tools to NL suite workflow

* docs: clarify stale write retry

* Add fallback JUnit report and adjust publisher

* Indent fallback JUnit XML in workflow

* fix: correct fallback JUnit report generation

* Update mcp-quickprobe.md

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* Update mcp-quickprobe.md

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* Update Response.cs

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* Update MCPForUnityBridge.cs

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* fix: correct McpTypes reference

* Add directory existence checks for symlink and XDG paths

* fix: only set installation flag after successful server install

* Update resource_tools.py

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* fix: respect mac config paths

* Use File.Replace for atomic config write

* Remove unused imports in manage_script

* bump server version

* Tests: update NL suite prompt and workflows; remove deprecated smoke/desktop-parity; quickprobe tidy

* Editor: atomic config write via File.Replace fallback; remove redundant backups and racey exists checks

* CI: harden NL suite - idempotent docker, gate on unity_ok, safer port probe, least-priv perms

* Editor: make atomic config write restoration safe (flag writeDone; copy-overwrite restore; cleanup in finally)

* CI: fix fallback JUnit heredoc by using printf lines (no EOF delimiter issues)

* CI: switch NL suite to mini prompt; mini prompt honors / and NL discipline

* CI: replace claude_args with allowed_tools/model/mcp_config per action schema

* CI: expand UNITY_PROJECT_ROOT via  in MCP config heredoc

* EditorWindow: add cross-platform fallback for File.Replace; macOS-insensitive PathsEqual; safer uv resolve; honor macConfigPath

* CI: strengthen JUnit publishing for NL mini suite (normalize, debug list, publish both, fail_on_parse_error)

* CI: set job-wide JUNIT_OUT/MD_OUT; normalization uses env; publish references env and ungroup reports

* CI: publish a single normalized JUnit (reports/junit-for-actions.xml); fallback writes same; avoid checkName/reportPaths mismatch

* CI: align mini prompt report filenames; redact Unity log tail in diagnostics

* chore: sync workflow and mini prompt; redacted logs; JUnit normalization/publish tweaks

* CI: redact sensitive tokens in Stop Unity; docs: CI usage + edit tools

* prompts: update nl-unity-suite-full (mini-style setup + reporting discipline); remove obsolete prompts

* CI: harden NL workflows (timeout_minutes, robust normalization); prompts: unify JUnit suite name and reporting discipline

* prompts: add guarded write pattern (LF hash, stale_file retry) to full suite

* prompts: enforce continue-on-failure, driver flow, and status handling in full suite

* Make test list more explicit in prompt. Get rid of old test prompts for hygeine.

* prompts: add stale fast-retry (server hash) + in-memory buf guidance

* CI: standardize JUNIT_OUT to reports/junit-nl-suite.xml; fix artifact upload indentation; prompt copy cleanups

* prompts: reporting discipline — append-only fragments, batch writes, no model round-trip

* prompts: stale fast-retry preference, buffer/sha carry, snapshot revert, essential logging

* workflows(nl-suite): precreate report skeletons, assemble junit, synthesize markdown; restrict allowed_tools to append-only Bash + MCP tools

* thsis too

* Update README-DEV.md

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

* Update .github/workflows/claude-nl-suite-mini.yml

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

* Update .github/workflows/claude-nl-suite.yml

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

* workflows(nl-mini): fix YAML indentation/trailing spaces under with: and cleanup heredoc spacing

* workflows(nl-suite): fix indentation on docker logs redaction line (YAML lint)

* Add write to allowlist

* nl-suite: harden reporting discipline (fragment-only writes, forbid alt paths); workflow: clean stray junit-*updated*.xml

* nl-suite: enforce end-of-suite single Write (no bash redirection); workflow: restrict allowed_tools to Write+MCP only

* prompts(nl-full): end-of-suite results must be valid XML with single <cases> root and only <testcase> children; no raw text outside CDATA

* workflows(nl-suite): make Claude step non-fatal; tolerant normalizer extracts <testcase> via regex on bad fragments

* nl-suite: fix stale classname to UnityMCP.NL-T in mini fallback; prompt: require re-read after every revert; correct PLAN/PROGRESS to 15

* nl-suite: fix fallback JUnit classname to UnityMCP.NL-T; prompt: forbid create_script and env/mkdir checks, enforce single baseline-byte revert flow and post-revert re-read; add corruption-handling guidance

* prompts(nl-full): after each write re-read raw bytes to refresh pre_sha; prefer script_apply_edits for anchors; avoid header/using changes

* prompts(nl-full): canonicalize outputs to /; allow small fragment appends via Write or Bash(printf/echo); forbid wrappers and full-file round-trips

* prompts(nl-full): finalize markdown formatting for guarded write, execution order, specs, status

* workflows(nl-suite, mini): header/lint fixes and constrained Bash append path; align allowed_tools

* prompts(nl-full): format Fast Restore, Guarded Write, Execution, Specs, Status as proper markdown lists and code fences

* workflows(nl-suite): keep header tidy and append-path alignment with prompt

* minor fix

* workflows(nl-suite): fix indentation and dispatch; align allowed_tools and revert helper

* prompts(nl-full): switch to read_resource for buf/sha; re-read only when needed; convert 'Print this once' to heading; note snapshot helper creates parent dirs

* workflows(nl-suite): normalize step removes bootstrap when real testcases present; recompute tests/failures

* workflows(nl-suite): enrich Markdown summary by extracting per-test <system-out> blocks (truncated)

* clarify prompt resilience instructions

* ci(nl-suite): revert prompt and workflow to known-good e0f8a72 for green run; remove extra MD details

* ci(nl-suite): minimal fixes — no-mkdir guard in prompt; drop bootstrap and recompute JUnit counts

* ci(nl-suite): richer JUnit→Markdown report (per-test system-out)

* Small guard to incorret asset read call.

* ci(nl-suite): refine MD builder — unescape XML entities, safe code fences, PASS/FAIL badges

* Update UnityMcpBridge/UnityMcpServer~/src/tools/resource_tools.py

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

* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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

* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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

* Update .github/scripts/mark_skipped.py

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

* Update .github/scripts/mark_skipped.py

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

* Update .github/scripts/mark_skipped.py

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* server(manage_script): robust URI handling — percent-decode file://, normalize, strip host/leading slashes, return Assets-relative if present

* Update .claude/prompts/nl-unity-suite-full.md

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* tests(framing): reduce handshake poll window, nonblocking peek to avoid disconnect race; still enforce pre-handshake data drop

* tests(manage_script): add _split_uri tests for unity://path, file:// URLs (decoded/Assets-relative), and plain paths

* server+tests: fix handshake syntax error; robust file:// URI normalization in manage_script; add _split_uri tests; adjust stdout scan to ignore venv/site-packages

* bridge(framing): accept zero-length frames (treat as empty keepalive)

* tests(logging): use errors='replace' on decode fallback to avoid silent drops

* resources(list): restrict to Assets/, resolve symlinks, enforce .cs; add traversal/outside-path tests

* Update .claude/prompts/nl-unity-suite-full.md

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

* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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

* misc: framing keepalive (zero-length), regex preview consistency, resource.list hardening, URI parsing, legacy update routing, test cleanups

* docs(tools): richer MCP tool descriptions; tests accept decorator kwargs; resource URI parsing hardened

* Update .claude/prompts/nl-unity-suite-full.md

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

* Update UnityMcpBridge/UnityMcpServer~/src/tools/resource_tools.py

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

* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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

* net+docs: hard-reject zero-length frames; TCP_NODELAY on connect; Assets detection case-insensitive; NL prompt statuses aligned

* prompt(nl-suite): constrain Write destinations under reports/, forbid traversal

* prompt+net: harden Write path rules; use monotonic deadline and plain-text advisory for non-framed peers

* unity_connection: restore recv timeout via try/finally; make global connection getter thread-safe with module lock and double-checked init

* NL/T prompt: pin structured edit ops for T-D/T-E; add schema-error guarded write behavior; keep existing path/URI and revert rules

* unity_connection: add FRAMED_MAX; use ValueError for framed length violations; lower framed receive log to debug; serialize connect() with per-instance lock

* ManageScript: use UTF8Encoding(without BOM) for atomic writes in ApplyTextEdits/EditScript to align with Create/Update and avoid BOM-related diffs/hash mismatches

* NL/T prompt: make helper deletion regex multiline-safe ((?ms) so ^ anchors line starts)

* ManageScript: emit structured overlap status {status:"overlap"} for overlapping edit ranges in apply_text_edits and edit paths

* NL/T prompt: clarify fallback vs failure — fallback only for unsupported/missing_field; treat bad_request as failure; note unsupported after fallback as failure

* NL/T prompt: pin deterministic overlap probe (apply_text_edits two ranges from same snapshot); gate too_large behind RUN_TOO_LARGE env hint

* TB update

* NL/T prompt: harden Output Rules — constrain Bash(printf|echo) to stdout-only; forbid redirection/here-docs/tee; only scripts/nlt-revert.sh may mutate FS

* Prompt: enumerate allowed script_apply_edits ops; add manage_editor/read_console guidance; fix T‑F atomic batch to single script_apply_edits. ManageScript: regex timeout for diagnostics; symlink ancestor guard; complete allowed-modes list.

* Fixes

* ManageScript: add rich overlap diagnostics (conflicts + hint) for both text range and structured batch paths

* ManageScript: return structured {status:"validation_failed"} diagnostics in create/update/edits and validate before commit

* ManageScript: echo canonical uri in responses (create/read/update/apply_text_edits/structured edits) to reinforce resource identity

* improve clarity of capabilities message

* Framing: allow zero-length frames on both ends (C# bridge, Python server). Prompt: harden T-F to single text-range apply_text_edits batch (descending order, one snapshot). URI: normalize file:// outside Assets by stripping leading slash.

* ManageScript: include new sha256 in success payload for apply_text_edits; harden TryResolveUnderAssets by rejecting symlinked ancestors up to Assets/.

* remove claudetest dir

* manage_script_edits: normalize method-anchored anchor_insert to insert_method (map text->replacement); improves CI compatibility for T‑A/T‑E without changing Editor behavior.

* tighten testing protocol around mkdir

* manage_script: validate create_script inputs (Assets/.cs/name/no traversal); add Assets/ guard to delete_script; validate level+Assets in validate_script; make legacy manage_script optional params; harden legacy update routing with base64 reuse and payload size preflight.

* Tighten prompt for testing

* Update .claude/prompts/nl-unity-suite-full.md

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

* Update .claude/prompts/nl-unity-suite-full.md

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

* Update UnityMcpBridge/Editor/Tools/ManageScript.cs

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

* manage_script_edits: honor ignore_case on anchor_insert and regex_replace in both direct and text-conversion paths (MULTILINE|IGNORECASE).

* remove extra file

* workflow: use python3 for inline scripts and port detection on ubuntu-latest.

* Tighten prompt + manage_script

* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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

* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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

* Update .claude/prompts/nl-unity-suite-full.md

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

* Update UnityMcpBridge/Editor/Tools/ManageScript.cs

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

* Update .claude/prompts/nl-unity-suite-full.md

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

* manage_script: improve file:// UNC handling; preserve POSIX absolute semantics internally; keep test-expected slash stripping for non-Assets paths.

* ManageScript.cs: add TimeSpan timeouts to all Regex uses (IsMatch/Match/new Regex) and keep CultureInvariant/Multiline options; reduces risk of catastrophic backtracking stalls.

* workflow: ensure reports/ exists in markdown build step to avoid FileNotFoundError when writing MD_OUT.

* fix brace

* manage_script_edits: expand  backrefs for regex_replace in preview->text conversion and translate  to \g<n> in local apply; keeps previews and actual edits consistent.

* anchor_insert: default to position=after, normalize surrounding newlines in Python conversion paths; C# path ensures trailing newline and skips duplicate insertion within class.

* feat(mcp): add get_sha tool; apply_text_edits normalization+overlap preflight+strict; no-op evidence in C#; update NL suite prompt; add unit tests

* feat(frames): accept zero-length heartbeat frames in client; add heartbeat test

* feat(edits): guard destructive regex_replace with structural preflight; add robust tests; prompt uses delete_method for temp helper

* feat(frames): bound heartbeat loop with timeout/threshold; align zero-length response with C#; update test

* SDK hardening: atomic multi-span text edits; stop forcing sequential for structured ops; forward options on apply_text_edits; add validate=relaxed support and scoped checks; update NL/T prompt; add tests for options forwarding, relaxed mode, and atomic batches

* Router: default applyMode=atomic for multi-span apply_text_edits; add tests

* CI prompt: pass options.validate=relaxed for T-B/C; options.applyMode=atomic for T-F; emphasize always writing testcase and restoring on errors

* Validation & DX: add validate=syntax (scoped), standardize evidence windows; early regex compile with hints; debug_preview for apply_text_edits

* Update UnityMcpBridge/Editor/Windows/MCPForUnityEditorWindow.cs

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

* NL/T suite-driven edits: LongUnityScriptClaudeTest, bridge helpers, server_version; prepare framing tests

* Fix duplicate macConfigPath field in McpClient to resolve CS0102

* Editor threading: run EnsureServerInstalled on main thread; marshal EditorPrefs/DeleteKey + logging via delayCall

* Docs(apply_text_edits): strengthen guidance on 1-based positions, verify-before-edit, and recommend anchors/structured edits

* Docs(script_apply_edits): add safety guidance (anchors, method ops, validators) and recommended practices

* Framed VerifyBridgePing in editor window; docs hardening for apply_text_edits and script_apply_edits

---------

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-08-30 09:55:38 -07:00
Marcus Sanatan ce53639090
Set up Unit tests (#220)
* 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
2025-08-15 21:24:55 -04:00
Marcus Sanatan a6e0eb669a Improve echo line
Replaced a bit too aggressively lol
2025-08-14 19:00:29 -04:00
Marcus Sanatan 79389d832e feat: add workflow for version bumping 2025-08-14 18:48:24 -04:00
Marcus Sanatan 11c12e03e6 Remove GitHub funding configuration file
Coplay will be directly sponsoring this repo from now on.
Huge thanks to Justin once again, and thank you everyone for your support!
2025-08-07 21:01:42 -04:00
Justin P Barnett 0ccc5c5c3b
Create FUNDING.yml 2025-04-08 09:11:50 -04:00