Commit Graph

26 Commits (a0287afbbc74af5eed33aa3b6b956950a6e14e35)

Author SHA1 Message Date
dsarno a0287afbbc
Harden MCP tool parameter handling + add material workflow tests (TDD) (#343)
* Add TDD tests for MCP material management issues

- MCPMaterialTests.cs: Tests for material creation, assignment, and data reading
- MCPParameterHandlingTests.cs: Tests for JSON parameter parsing issues
- SphereMaterialWorkflowTests.cs: Tests for complete sphere material workflow

These tests document the current issues with:
- JSON parameter parsing in manage_asset and manage_gameobject tools
- Material creation with properties
- Material assignment to GameObjects
- Material component data reading

All tests currently fail (Red phase of TDD) and serve as specifications
for what needs to be fixed in the MCP system.

* Refine TDD tests to focus on actual MCP tool parameter parsing issues

- Removed redundant tests that verify working functionality (GameObjectSerializer, Unity APIs)
- Kept focused tests that document the real issue: MCP tool parameter validation
- Tests now clearly identify the root cause: JSON string parsing in MCP tools
- Tests specify exactly what needs to be fixed: parameter type flexibility

The issue is NOT in Unity APIs or serialization (which work fine),
but in MCP tool parameter validation being too strict.

* Fix port discovery protocol mismatch

- Update _try_probe_unity_mcp to recognize Unity bridge welcome message
- Unity bridge sends 'WELCOME UNITY-MCP' instead of JSON pong response
- Maintains backward compatibility with JSON pong format
- Fixes MCP server connection to Unity Editor

* Resolve merge: unify manage_gameobject param coercion and schema widening

* Tests: add MaterialParameterToolTests; merge port probe fix; widen tool schemas for JSON-string params

* refactor: extract JSON coercion helper; docs + exception narrowing\nfix: fail fast on bad component_properties JSON\ntest: unify setup, avoid test-to-test calls\nchore: use relative MCP package path

* chore(tests): track MCPToolParameterTests.cs.meta to keep GUID stable

* test: decouple MaterialParameterToolTests with helpers (no inter-test calls)
2025-10-23 17:57:27 -07:00
Bilal ARIKAN d4214cefa7
Update to support Trae (#337) 2025-10-22 17:38:20 -04:00
dsarno 0397887204
test: Consolidate pytest suite to MCPForUnity and improve test infrastructure (#332)
* Update github-repo-stats.yml

* pytest: make harness MCPForUnity-only; remove UnityMcpBridge paths from tests; route tools.manage_script via unity_connection for reliable monkeypatching; fix ctx usage; all tests green (39 pass, 5 skip, 7 xpass)

* Add missing meta for MaterialMeshInstantiationTests.cs (Assets)

* bridge/tools/manage_script: fix missing unity_connection prefix in validate_script; tests: tidy manage_script_uri unused symbols and arg names

* tests: rename to script_apply_edits_module; extract DummyContext to tests/test_helpers and import; add telemetry stubs in tests to avoid pyproject I/O

* tests: import cleanup and helper extraction; telemetry: prefer plain config and opt-in env override; test stubs and CWD fixes; exclude Bridge from pytest discovery

* chore: remove unintended .wt-origin-main gitlink and ignore folder

* tests: nit fixes (unused-arg stubs, import order, path-normalized ignore hook); telemetry: validate config endpoint; read_console: action optional

* Add development dependencies to pyproject.toml

- Add [project.optional-dependencies] section with dev group
- Include pytest>=8.0.0 and pytest-anyio>=0.6.0
- Add Development Setup section to README-DEV.md with installation and testing instructions

* Revert "Update github-repo-stats.yml"

This reverts commit 8ae595d2f4f2525b0e44ece948883ea37138add4.

* test: improve test clarity and modernize asyncio usage

- Add explanation for 200ms timeout in backpressure test
- Replace manual event loop creation with asyncio.run()
- Add assertion message with actual elapsed time for easier debugging

* refactor: remove duplicate DummyContext definitions across test files

Replace 7 duplicate DummyContext class definitions with imports from tests.test_helpers.
This follows DRY principles and ensures consistency across the test suite.

* chore: remove unused _load function from test_edit_strict_and_warnings.py

Dead code cleanup - function was no longer used after refactoring to dynamic tool registration.

* docs: add comment explaining CWD manipulation in telemetry test

Clarify why os.chdir() is necessary: telemetry.py calls get_package_version()
at module load time, which reads pyproject.toml using a relative path.
Acknowledges the fragility while explaining why it's currently required.
2025-10-21 10:42:55 -07:00
dsarno f4d62e4da0
Fix material mesh instantiation warnings (#331)
* Editor: prevent material/mesh instantiation in edit mode

- GameObjectSerializer: in edit mode, normalize material/mesh access
  - material -> sharedMaterial
  - materials -> sharedMaterials
  - mesh -> sharedMesh
  - also guard materials/sharedMaterial/sharedMaterials property names
- Tests: add strong instanceID equality checks for Renderer/MeshFilter
  - prove no instantiation by shared instanceID before/after
  - cover multi-material, null cases; prune brittle presence/console tests
- Clean up and relax ManageGameObject tests to avoid false negatives

* Address review: simplify edit-mode guard; include protected/internal [SerializeField]; fix tests to destroy temp primitives and use dictionary access; strengthen instanceID assertions

* Fix resource leaks in test files

- ManageGameObjectTests.cs: Destroy temporary primitive GameObject after extracting sharedMesh
- MaterialMeshInstantiationTests.cs: Destroy instantiated uniqueMesh after test completion

These fixes prevent resource leaks in Unity test files by properly cleaning up temporary objects created during tests.

* Fix reflection bug in GetComponentData tests

- Replace incorrect reflection-based field access with proper dictionary key access
- GetComponentData() returns Dictionary<string, object> where 'properties' is a key, not a field
- Tests now properly access the properties dictionary and run assertions
- Fixes ineffective tests that were silently failing due to reflection returning null
2025-10-20 18:34:33 -07:00
Marcus Sanatan 673456b701
Notify users when there's a new version (#329)
* feat: add package update service with version check and GitHub integration

* feat: add migration warning banner and dialog for legacy package users

* test: remove redundant cache expiration and clearing tests from PackageUpdateService

* test: add package update service tests for expired cache and asset store installations
2025-10-18 20:42:18 -04:00
Marcus Sanatan dbdaa76d75
test: remove unused tests for stale file cleanup in Python tools syncing (#327) 2025-10-18 00:56:57 -04:00
Marcus Sanatan 85cc93f33c
Allow users to easily add tools in the Asset folder (#324)
* Fix issue #308: Find py files in MCPForUnityTools and version.txt

This allows for auto finding new tools. A good dir on a custom tool would look like this:
CustomTool/
├── CustomTool.MCPEnabler.asmdef
├── CustomTool.MCPEnabler.asmdef.meta
├── ExternalAssetToolFunction.cs
├── ExternalAssetToolFunction.cs.meta
├── external_asset_tool_function.py
├── external_asset_tool_function.py.meta
├── version.txt
└── version.txt.meta

CS files are left in the tools folder. The asmdef is recommended to allow for dependency on MCPForUnity when MCP For Unity is installed:

asmdef example
{
    "name": "CustomTool.MCPEnabler",
    "rootNamespace": "MCPForUnity.Editor.Tools",
    "references": [
        "CustomTool",
        "MCPForUnity.Editor"
    ],
    "includePlatforms": [
        "Editor"
    ],
    "excludePlatforms": [],
    "allowUnsafeCode": false,
    "overrideReferences": false,
    "precompiledReferences": [],
    "autoReferenced": true,
    "defineConstraints": [],
    "versionDefines": [],
    "noEngineReferences": false
}

* Follow-up: address CodeRabbit feedback for #308 (<GetToolsFolderIdentifier was duplicated>)

* Follow-up: address CodeRabbit feedback for #308 – centralize GetToolsFolderIdentifier, fix tools copy dir, and limit scan scope

* Fixing so the MCP don't removes _skipDirs e.g. __pycache__

* skip empty folders with no py files

* Rabbit: "Fix identifier collision between different package roots."

* Update MCPForUnity/Editor/Helpers/ServerInstaller.cs

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

* Rabbbit: Cleanup may delete server’s built-in tool subfolders — restrict to managed names.

* Fixed minor + missed onadding rabit change

* Revert "Fixed minor + missed onadding rabit change"

This reverts commit 571ca8c5de3d07da3791dad558677909a07e886d.

* refactor: remove Unity project tools copying and version tracking functionality

* refactor: consolidate module discovery logic into shared utility function

* Remove unused imports

* feat: add Python tool registry and sync system for MCP server integration

* feat: add auto-sync processor for Python tools with Unity editor integration

* feat: add menu item to reimport all Python files in project

Good to give users a manual option

* Fix infinite loop error

Don't react to PythonToolAsset changes - it only needs to react to Python file changes.
And we also batch asset edits to minimise the DB refreshes

* refactor: move Python tool sync menu items under Window/MCP For Unity/Tool Sync

* Update docs

* Remove duplicate header

* feat: add OnValidate handler to sync Python tools when asset is modified

This fixes the issue with deletions in the asset, now file removals are synced

* test: add unit tests for Python tools asset and sync services

* Update MCPForUnity/Editor/Helpers/PythonToolSyncProcessor.cs

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

* style: remove trailing whitespace from Python tool sync files

* test: remove incomplete unit tests from ToolSyncServiceTests

* perf: optimize Python file reimport by using AssetDatabase.FindAssets instead of GetAllAssetPaths

---------

Co-authored-by: Johan Holtby <72528418+JohanHoltby@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-18 00:18:25 -04:00
Marcus Sanatan f2c57ca91e
Add testing and move menu items to resources (#316)
* deps: add tomli>=2.3.0 dependency to UnityMcpServer package

* feat: dynamically fetch package version from pyproject.toml for telemetry

* Add pydantic

* feat: add resource registry for MCP resource auto-discovery

* feat: add telemetry decorator for tracking MCP resource usage

* feat: add auto-discovery and registration system for MCP resources

* feat: add resource registration to MCP server initialization

* feat: add MCPResponse model class for standardized API responses

* refactor: replace Debug.Log calls with McpLog wrapper for consistent logging

* feat: add test discovery endpoints for Unity Test Framework integration

We haven't connected them as yet, still thinking about how to do this neatly

* Fix server setup

* refactor: reduce log verbosity by changing individual resource/tool registration logs to debug level

* chore: bump mcp[cli] dependency from 1.15.0 to 1.17.0

* refactor: remove Context parameter and add uri keyword argument in resource decorator

The Context parameter doesn't work on our version of FastMCP

* chore: upgrade Python base image to 3.13 and simplify Dockerfile setup

* fix: apply telemetry decorator before mcp.tool to ensure proper wrapping order

* fix: swap order of telemetry and resource decorators to properly wrap handlers

* fix: update log prefixes for consistency in logging methods

* Fix compile errors

* feat: extend command registry to support both tools and resources

* Run get tests as a coroutine because it doesn't return results immediately

This works but it spams logs like crazy, maybe there's a better/simpler way

* refactor: migrate from coroutines to async/await for test retrieval and command execution

* feat: add optional error field to MCPResponse model

* Increased timeout because loading tests can take some time

* Make message optional so error responses that only have success and error don't cause Pydantic errors

* Set max_retries to 5

This connection module needs a lookover. The retries should be an exponential backoff and we could structure why it's failing so much

* Use pydantic model to structure the error output

* fix: initialize data field in GetTestsResponse to avoid potential errors

* Don't return path parameter

* feat: add Unity test runner execution with structured results and Python bindings

* refactor: simplify GetTests by removing mode filtering and related parsing logic

* refactor: move test runner functionality into dedicated service interface

* feat: add resource retrieval telemetry tracking with new record type and helper function

* fix: convert tool functions to async and await ctx.info calls

* refactor: reorganize menu item functionality into separate execute and get commands

An MCP resource for retrieval, and a simple command to execute. Because it's a resource, it's easier for the user to see what's in the menu items

* refactor: rename manage_menu_item to execute_menu_item and update tool examples to use async/await

We'll eventually put a section for resources

* Revert "fix: convert tool functions to async and await ctx.info calls"

This reverts commit 012ea6b7439bd1f2593864d98d03d9d95d7bdd03.

* fix: replace tomllib with tomli for Python 3.10 compatibility in telemetry module

* Remove confusing comment

* refactor: improve error handling and simplify test retrieval logic in GetTests commands

* No cache by default

* docs: remove redundant comment for HandleCommand method in ExecuteMenuItem
2025-10-13 11:16:43 -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 5488af2c99
Make it easier to add tools (#301)
* Add a decorate that wraps around the `mcp.tool` decorator.

This will allow us to more easily collect tools

* Register tools that's defined in the tools folder

* Update Python tools to use new decorator

* Convert script_apply_edits tool

* Convert last remaining tools with new decorator

* Create an attribute so we can identify tools via Reflection

* Add attribute to all C# tools

* Use reflection to load tools

* Initialize command registry to load tools at startup

* Update tests

* Move Dev docs to docs folder

* Add docs for adding custom tools

* Update function docs for Python decorator

* Add working example of adding a screenshot tool

* docs: update relative links in README files

Updated the relative links in both README-DEV.md and README-DEV-zh.md to use direct filenames instead of paths relative to the docs directory, improving link correctness when files are accessed from the root directory.

* docs: update telemetry documentation path reference

Updated the link to TELEMETRY.md in README.md to point to the new docs/ directory location to ensure users can access the telemetry documentation correctly. Also moved the TELEMETRY.md file to the docs/ directory as part of the documentation restructuring.

* rename CursorHelp.md to docs/CURSOR_HELP.md

Moved the CursorHelp.md file to the docs directory to better organize documentation files and improve project structure.

* docs: update CUSTOM_TOOLS.md with improved tool naming documentation and path corrections

- Clarified that the `name` argument in `@mcp_for_unity_tool` decorator is optional and defaults to the function name
- Added documentation about using all FastMCP `mcp.tool` function decorator options
- Updated class naming documentation to mention snake_case conversion by default
- Corrected Python file path from `tools/screenshot_tool.py` to `UnityMcpServer~/src/tools/screenshot_tool.py`
- Enhanced documentation for tool discovery and usage examples

* docs: restructure development documentation and add custom tools guide

Rearranged the development section in README.md to better organize the documentation flow. Added a dedicated section for "Adding Custom Tools" with a link to the new CUSTOM_TOOLS.md file, and renamed the previous "For Developers" section to "Contributing to the Project" to better reflect its content. This improves discoverability and organization of the development setup documentation.

* docs: update developer documentation and add README links

- Added links to developer READMEs in CUSTOM_TOOLS.md to guide users to the appropriate documentation
- Fixed typo in README-DEV.md ("roote" → "root") for improved clarity
- These changes improve the developer experience by providing better documentation navigation and correcting technical inaccuracies

* feat(tools): enhance tool registration with wrapped function assignment

Updated the tool registration process to properly chain the mcp.tool decorator and telemetry wrapper, ensuring the wrapped function is correctly assigned to tool_info['func'] for proper tool execution and telemetry tracking. This change improves the reliability of tool registration and monitoring.

* Remove AI generated code that was never used...

* feat: Rebuild MCP server installation with embedded source

Refactored the server repair logic to implement a full rebuild of the MCP server installation using the embedded source. The new RebuildMcpServer method now:
- Uses embedded server source instead of attempting repair of existing installation
- Deletes the entire existing server directory before re-copying
- Handles UV process cleanup for the target path
- Simplifies the installation flow by removing the complex Python environment repair logic
- Maintains the same installation behavior but with a cleaner, more reliable rebuild approach

This change improves reliability of server installations by ensuring a clean slate rebuild rather than attempting to repair potentially corrupted environments.

* Add the rebuild server step

* docs: clarify tool description field requirements and client compatibility

* fix: move initialization flag after tool discovery to prevent race conditions

* refactor: remove redundant TryParseVersion overrides in platform detectors

* refactor: remove duplicate UV validation code from platform detectors

* Update UnityMcpBridge/Editor/Tools/CommandRegistry.cs

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

* refactor: replace WriteToConfig reflection with direct McpConfigurationHelper call

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2025-10-03 18:53:09 -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
Marcus Sanatan 549ac1eb0c
Add Codex to autoconfig options (#288)
* feat: add Codex CLI client support with config.toml handling

* feat: add config helpers for managing Codex and MCP server configurations

* feat: add TOML array parsing support for multi-line and trailing comma formats

* fix: handle TOML inline comments in section headers during parsing

* fix: strip TOML comments before processing section headers

* fix: improve JSON parsing to handle escaped single quotes in config strings

* Use Tommy for TOML parsing

It's a single file and OSS, easy to integrate into Unity

* fix: patched Tommy’s literal-string handling so doubled single quotes inside literal strings are treated as embedded apostrophes instead of prematurely ending the value

* Don't overwrite MCP configs while testing

Seeing random JSON in my codex config was pretty annoying

* PR Feedback

* Keep Tommy compatible with Unity 2021

* Re-include Tommy's license

Probably a good habit to keep all 3rd party licenses and copyrights, even if they're also MIT licenses
2025-09-26 18:05:30 -04:00
许兴逸 da91f256a2
Replace command dispatcher with CommandRegistry, allow to add custom command handlers. (#261)
* Replace hard coded command dispatcher to command registry

* Bug fixed.

* bug fixed.

* bug fixed.

* Bug fixed.

* Fix tests.
2025-09-26 18:05:17 -04:00
Marcus Sanatan b5e0446348
Allow the LLMs to read menu items, not just execute them (#263)
* Move the current test to a Tools folder

* feat: add env object and disabled flag handling for MCP client configuration

* Format manual config specially for Windsurf and Kiro

* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class

* refactor: extract unity node population logic into centralized helper method

* refactor: only add env property to config for Windsurf and Kiro clients

If it ain't broke with the other clients, don't fix...

* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues

* fix: enforce UTF-8 encoding without BOM when writing files to disk

* refactor: replace execute_menu_item with enhanced manage_menu_item tool supporting list/exists/refresh

* Update meta files for older Unity versions

* test: add unit tests for menu item management and execution

* feat: add tips for paths, script compilation, and menu item usage in asset creation strategy

* Use McpLog functionality instead of Unity's Debug

* Add telemetry

* Annotate parameters

More info to LLMs + better validation

* Remove the refresh command

It's only ever useful in the context of listing menu items

* Updated meta files since running in Unity 2021

* Slightly better README

* fix: rename server-version.txt to server_version.txt and update menu item description
2025-09-12 11:19:58 -04:00
dsarno eaf14ef46f
Fix: Unity Editor reload crash + debug-noise reduction (#266)
* Editor: fix reload crash via cooperative cancellation + safe shutdown; gate ExecuteMenuItem logs behind debug flag

* Dev: add tools/stress_mcp.py stress utility and document usage in README-DEV

* docs: document immediate-reload stress test and streamline stress tool (immediate refresh, precondition SHA, EOF edits); revert to manage_script.read for compatibility

* fix: harden editor reload shutdown; gate logs; structured errors for ManageGameObject; test hardening

* tools(stress): cross-platform Assets path derivation using Path.parts with project-root fallback

* stress: add IO timeouts, jitter, retries, and storm mode to reduce reload crashes
2025-09-06 10:58:11 -07:00
David Sarno 9697653b64 fix: address CodeRabbit and Greptile feedback
CodeRabbit fixes:
- Fix Python test assertions to use assert instead of print/return
- Update version consistency: server_version.txt from 3.2.0 to 3.3.0
- Assembly definition references already correctly configured

Greptile style fixes:
- Add missing newlines at end of Unity meta files and source files
- Fix test logic assumptions: use GreaterOrEqual instead of exact counts
- Make test assertions more robust for fuzzy matching algorithms

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 16:37:45 -07:00
David Sarno 28a9bc69bd test: Add comprehensive validation tests for improved brace validation
- Add ManageScriptValidationTests.cs: Unity-based validation tests for structural balance checking
- Add test_improved_anchor_matching.py: Python tests for enhanced anchor pattern matching
- Remove obsolete test_regex_delete_guard.py (functionality moved to C# validation)
- Tests validate the scoped validation fixes and anchor matching improvements

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 15:39:19 -07:00
David Sarno 8601c90552 fix: Replace missing TicTacToe3D with existing CustomComponent in ComponentResolver test
The TryResolve_PrefersPlayerAssemblies test was failing in CI because it referenced
TicTacToe3D.cs which exists only locally and is not committed to the repository.

- Replace test reference from "TicTacToe3D" to "CustomComponent"
- CustomComponent exists in Assets/Scripts/TestAsmdef/ and is tracked in git
- CustomComponent is properly compiled into the TestAsmdef Player assembly
- Add explicit assertion to verify resolution from correct TestAsmdef assembly
- Test maintains same functionality: verifying ComponentResolver finds user scripts from Player assemblies

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 10:24:52 -07:00
David Sarno 715600956c fix: Implement collect-and-continue behavior for component property operations
- Change from fail-fast to collect-and-continue at component iteration level
- Previously: first component error would halt processing of remaining components
- Now: all components are processed, errors collected and returned together
- Maintain existing collect-and-continue behavior within individual components
- Add comprehensive tests validating the collect-and-continue behavior works correctly
- All valid properties are applied even when invalid ones fail
- Processing continues through exceptions with proper error aggregation

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 09:57:12 -07:00
David Sarno 17ad011b42 fix: Address CodeRabbit review issues and improve robustness
Critical Bug Fixes:
- Fix operator precedence bug in ManageAsset.cs that could cause null reference exceptions
- Fix GameObject memory leak in primitive creation when name validation fails
- Add proper cleanup with DestroyImmediate when primitive creation fails

ComponentResolver Integration:
- Replace fragile string-based GetComponent() calls with robust ComponentResolver
- Add ComponentResolver integration in ManageAsset.cs for component lookups
- Add fallback to string-based lookup in ManageGameObject.cs for compatibility

Enhanced Error Handling:
- Surface specific ComponentResolver error context in ScriptableObject creation failures
- Add support for setting private [SerializeField] fields in property matching
- Improve debugging with detailed error messages

Assembly Definition Fixes:
- Configure TestAsmdef as Editor-only to prevent build bloat
- Add explicit TestAsmdef reference to test assembly for proper component resolution
- Fix ComponentResolverTests to use accessible CustomComponent instead of TicTacToe3D

Code Quality:
- Disable nullable reference types for legacy codebase to eliminate 100+ warnings
- Maintain backward compatibility while improving reliability

All 45 unit tests pass, ensuring no regressions while significantly improving robustness.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-03 08:27:34 -07:00
David Sarno aac237c5cf test: Add comprehensive unit tests for ComponentResolver and intelligent property matching
- Add AIPropertyMatchingTests.cs with 14 tests covering property enumeration, fuzzy matching, caching, and Unity naming conventions
- Add ManageGameObjectTests.cs with 10 integration tests for component resolution, property matching, and error handling
- Add ComponentResolverTests.cs.meta for existing comprehensive ComponentResolver tests
- Add AssemblyInfo.cs.meta for test assembly access
- Fix ManageGameObject.HandleCommand null parameter handling to prevent NullReferenceException

All 45 unit tests now pass, providing full coverage of:
- Robust component resolution avoiding Assembly.LoadFrom
- Intelligent property name suggestions using rule-based fuzzy matching
- Assembly definition (asmdef) support via CompilationPipeline
- Comprehensive error handling with helpful suggestions

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 19:27:40 -07:00
David Sarno cb42364263 feat: add AI-powered property matching system for component properties
- Add intelligent property name suggestions when property setting fails
- Implement GetAllComponentProperties to enumerate available properties
- Add rule-based AI algorithm for property name matching (camelCase, spaces, etc.)
- Include comprehensive error messages with suggestions and full property lists
- Add Levenshtein distance calculation for fuzzy string matching
- Cache suggestions to improve performance on repeated queries
- Add comprehensive unit tests (11 tests) covering all ComponentResolver scenarios
- Add InternalsVisibleTo attribute for test access to internal classes

Examples of improved error messages:
- "Max Reach Distance" → "Did you mean: maxReachDistance?"
- Shows all available properties when property not found
- Handles Unity Inspector display names vs actual field names

All tests passing (21/21) including new ComponentResolver test suite.
The system eliminates silent property setting failures and provides
actionable feedback to developers.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 19:08:59 -07:00
Marcus Sanatan 22fe9dfbdb
Improve Windsurf MCP Config (#231)
* Move the current test to a Tools folder

* feat: add env object and disabled flag handling for MCP client configuration

* Format manual config specially for Windsurf and Kiro

* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class

* refactor: extract unity node population logic into centralized helper method

* refactor: only add env property to config for Windsurf and Kiro clients

If it ain't broke with the other clients, don't fix...

* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues

* fix: enforce UTF-8 encoding without BOM when writing files to disk
2025-08-24 06:57:11 -04:00
Marcus Sanatan ae13ef41d5
Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225)
* refactor: rename namespace from UnityMcpBridge to MCPForUnity across all files

See thread in #6, we can't use Unity MCP because it violates their trademark.
That name makes us look affiliated. We can use MCP for Unity

* Change package display name, menu item and menu titles

These are front facing so has to change for Unity asset store review

* Misc name changes in logs and comments for better consistency

* chore: update editor window title from 'MCP Editor' to 'MCP for Unity'

* refactor: update branding from UNITY-MCP to MCP-FOR-UNITY across all log messages and warnings

* chore: rename Unity MCP to MCP For Unity across all files and bump version to 2.1.2

* docs: update restore script title to clarify Unity MCP naming

* Fix usage instructions

* chore: update log messages to use MCP For Unity branding instead of UnityMCP

* Add a README inside plugin, required for distributing via the asset store

* docs: update Unity port description and fix typo in troubleshooting section

* Address Rabbit feedback

* Update Editor prefs to use new name

Prevents overlap with other Unity MCPs, happy to revert if it's too much

* refactor: rename server logger and identifier from unity-mcp-server to mcp-for-unity-server

* Standardize casing of renamed project to "MCP for Unity", as it is on the asset store

* Remove unused folder

* refactor: rename Unity MCP to MCP for Unity across codebase

* Update dangling references

* docs: update product name from UnityMCP to MCP for Unity in README

* Update log and comments for new name
2025-08-20 15:59:49 -04:00
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