- Add DetermineCallSucceeded() to check command success via IMcpResponse interface or JObject/JToken 'success' field
- Track invocationFailureCount and set anyCommandFailed flag when commands fail
- Implement fail-fast behavior to stop batch execution on first failure when failFast=true
- Update commandResults to use computed callSucceeded value instead of hardcoded true
feat(game_object_create): enhance asset
* 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
* 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.
* 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
* 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
* fix: stdio transport survives test runs without UI flicker
Root cause: WriteToConfigTests.TearDown() was unconditionally deleting
UseHttpTransport EditorPref even when tests were skipped on Windows
(NUnit runs TearDown even after Assert.Ignore).
Changes:
- Fix WriteToConfigTests to save/restore prefs instead of deleting
- Add centralized ShouldForceUvxRefresh() for local dev path detection
- Clean stale Python build/ artifacts before client configuration
- Improve reload handler flag management to prevent stuck Resuming state
- Show Resuming status during stdio bridge restart
- Initialize client config display on window open
- Add DevModeForceServerRefresh to EditorPrefs window known types
---------
Co-authored-by: Marcus Sanatan <msanatan@gmail.com>
Co-authored-by: Scott Jennings <scott.jennings+CIGINT@cloudimperiumgames.com>
* 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>
* feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping
Phase 1: Path Syntax & Auto-Resizing
- Add NormalizePropertyPath() to convert field[index] to Array.data format
- Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices
Phase 2: Consolidation
- Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities
- Add Vector4 parsing support to VectorParsing.cs
Phase 3: Bulk Data Mapping
- Handle JArray values for list/array properties (recursive element setting)
- Handle JObject values for nested struct/class properties
Phase 4: Enhanced Reference Resolution
- Support plain 32-char GUID strings for ObjectReference fields
Phase 5: Validation & Dry-Run
- Add ValidatePatches() for pre-validation of all patches
- Add dry_run parameter to validate without mutating
Includes comprehensive stress test suite covering:
- Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax
- Deep Nesting, Mixed References, Rapid Fire, Type Mismatch
- Bulk Array Mapping, GUID Shorthand, Dry Run validation
* feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool
- Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats
* Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight
* Gracefully default missing optional fields to 0
* Clear error messages for malformed structures
- Implement TrySetQuaternion() with 4 input formats:
* Euler array [x, y, z] - 3 elements interpreted as degrees
* Raw array [x, y, z, w] - 4 components
* Object format {x, y, z, w} - explicit components
* Explicit euler {euler: [x, y, z]} - labeled format
- Improve error handling:
* Null values: AnimationCurve→empty, Quaternion→identity
* Invalid inputs rejected with specific, actionable error messages
* Validate keyframe objects and array sizes
- Add comprehensive test coverage in ManageScriptableObjectStressTests.cs:
* AnimationCurve with keyframe array format
* AnimationCurve with direct array (no wrapper)
* Quaternion via Euler angles
* Quaternion via raw components
* Quaternion via object format
* Quaternion via explicit euler property
- Fix test file compilation issues:
* Replace undefined TestFolder with _runRoot
* Add System.IO using statement
* refactor: consolidate test utilities to eliminate duplication
- Add TestUtilities.cs with shared helpers:
- ToJObject() - consolidates 11 duplicates across test files
- EnsureFolder() - consolidates 2 duplicates
- WaitForUnityReady() - consolidates 2 duplicates
- FindFallbackShader() - consolidates shader chain duplicates
- SafeDeleteAsset() - helper for asset cleanup
- CleanupEmptyParentFolders() - standardizes TearDown cleanup
- Update 11 test files to use shared TestUtilities via 'using static'
- Standardize TearDown cleanup patterns across all test files
- Net reduction of ~40 lines while improving maintainability
* fix: add missing animCurve and rotation fields to ComplexStressSO
Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
* Remove stray .meta file
* Add a new project that will do asset uploads
* Add asset store uploader
* refactor: Replace Debug.Log calls with McpLog helper across codebase
Standardize logging by replacing direct Debug.Log/LogWarning/LogError calls
with McpLog.Info/Warn/Error throughout helper classes and client registry.
Affected files:
- McpClientRegistry.cs
- GameObjectLookup.cs
- GameObjectSerializer.cs
- MaterialOps.cs
- McpConfigurationHelper.cs
- ObjectResolver.cs
- PropertyConversion.cs
- UnityJsonSerializer.cs
- UnityTypeResolver.cs
* feat: Add Asset Store release preparation script
Add prepare_unity_asset_store_release.py tool to automate Asset Store packaging:
- Stages temporary copy of MCPForUnity with Asset Store-specific edits
- Removes auto-popup setup window ([InitializeOnLoad] attribute)
- Renames menu entry to "Local Setup Window" for clarity
- Sets default HTTP base URL to hosted endpoint
- Defaults transport to HTTPRemote instead of HTTPLocal
- Supports dry-run mode and optional backup of existing Assets/MCPForUnity
* Show gif of MCP for Unity in Action
* Add shield with asset store link
* Update README to have asset store page unders installation section
* 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
* 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.
* fix: Multi-session UI improvements and HTTP instance recognition
- Separate server and session lifecycle in HTTP Local mode
- Show 'Start Server' / 'Stop Server' button for server control
- Show 'Start Session' / 'End Session' button when server is running
- No auto-join on server start (requires manual session start)
- Show instance name instead of port in session status (e.g. 'Session Active (ramble)')
- Use native project_hash for HTTP instance recognition instead of computed SHA256
- Fix test expectations for manage_asset JSON parsing error messages
* fix: Multi-session UI improvements and HTTP instance recognition
- Separate server and session lifecycle in HTTP Local mode
- Show 'Start Server' / 'Stop Server' button for server control
- Show 'Start Session' / 'End Session' button when server is running
- Auto-start session when THIS instance starts the server
- Require manual session start when connecting to external server
- Auto-detect and end orphaned sessions when server stops
- Show instance name instead of port in session status
- Use native project_hash for HTTP instance recognition
- Guard against empty hash with warning log
- Remove dead code (duplicate _safe_response)
- Add defensive path handling for instance name extraction
* Optimize read_console defaults and paging
* Fix read_console truncate test expectations
* Reduce read_console default count from 50 to 10
Further optimize token usage by reducing the default count from 50 to 10 entries. Even 10-20 messages with stack traces can be token-heavy. Added tests for default behavior and paging functionality. Updated tool description to document defaults and paging support.
* Fix ReadConsoleTests to include log type messages
The default types filter changed to ['error', 'warning'] (excluding 'log'), so tests using Debug.Log() need to explicitly request log messages. Also added format='detailed' to HandleCommand_Get_Works test since it accesses structured message fields.
* Address CodeRabbit review feedback
- Fix property naming consistency: next_cursor -> nextCursor (C# camelCase)
- Remove redundant EndGettingEntries call from catch block (already in finally)
- Extract stacktrace stripping to helper function (reduce duplication)
- Fix test mock to match actual C# response structure (items, nextCursor, truncated, total)
* perf: add early exit optimization for ReadConsole paging
- Add early exit in paging loop once page is filled, avoiding iteration
through remaining console entries (total becomes 'at least N')
- Prefix unused mock arguments with underscores in test_read_console_truncate.py
to suppress Ruff linter warnings
* refactor: give pageSize independent default, clarify count semantics
- Change pageSize resolution from 'pageSize ?? count ?? 50' to 'pageSize ?? 50'
so pageSize has its own default independent of count
- count now only serves as the non-paging limit
- Add XML docs to GetConsoleEntries with clear parameter descriptions
- Update Python tool annotations to document pageSize default (50) and
clarify that count is ignored when paging
* Add editor readiness v2, refresh tool, and preflight guards
* Detect external package changes and harden refresh retry
* feat: add TestRunnerNoThrottle and async test running with background stall prevention
- Add TestRunnerNoThrottle.cs: Sets editor to 'No Throttling' mode during test runs
with SessionState persistence across domain reload
- Add run_tests_async and get_test_job tools for non-blocking test execution
- Add TestJobManager for async test job tracking with progress monitoring
- Add ForceSynchronousImport to all AssetDatabase.Refresh() calls to prevent stalls
- Mark DomainReloadResilienceTests as [Explicit] with documentation explaining
the test infrastructure limitation (internal coroutine waits vs MCP socket polling)
- MCP workflow is unaffected - socket messages provide external stimulus that
keeps Unity responsive even when backgrounded
* refactor: simplify and clean up code
- Remove unused Newtonsoft.Json.Linq import from TestJobManager
- Add throttling to SessionState persistence (once per second) to reduce overhead
- Critical job state changes (start/finish) still persist immediately
- Fix duplicate XML summary tag in DomainReloadResilienceTests
* docs: add async test tools to README, document domain reload limitation
- Add run_tests_async and get_test_job to main README tools list
- Document background stall limitation for domain reload tests in DEV readme
* ci: add separate job for domain reload tests
Run [Explicit] domain_reload tests in their own job using -testCategory
* ci: run domain reload tests in same job as regular tests
Combines into single job with two test steps to reuse cached Library
* fix: address coderabbit review issues
- Fix TOCTOU race in TestJobManager.StartJob (single lock scope for check-and-set)
- Store TestRunnerApi reference with HideAndDontSave to prevent GC/serialization issues
* docs: update tool descriptions to prefer run_tests_async
- run_tests_async is now marked as preferred for long-running suites
- run_tests description notes it blocks and suggests async alternative
* docs: update README screenshot to v8.6 UI
* docs: add v8.6 UI screenshot
* Update README for MCP version and instructions for v8.7
* fix: handle preflight busy signals and derive job status from test results
- manage_asset, manage_gameobject, manage_scene now check preflight return
value and propagate busy/retry signals to clients (fixes Sourcery #1)
- TestJobManager.FinalizeCurrentJobFromRunFinished now sets job status to
Failed when resultPayload.Failed > 0, not always Succeeded (fixes Sourcery #2)
* fix: increase HTTP server startup timeout for dev mode
When 'Force fresh server install' is enabled, uvx uses --no-cache --refresh
which rebuilds the package and takes significantly longer to start.
- Increase timeout from 10s to 45s when dev mode is enabled
- Add informative log message explaining the longer startup time
- Show actual timeout value in warning message
* fix: derive job status from test results in FinalizeFromTask fallback
Apply same logic as FinalizeCurrentJobFromRunFinished: check result.Failed > 0
to correctly mark jobs as Failed when tests fail, even in the fallback path
when RunFinished callback is not delivered.
* Optimize run_tests to return summary by default, reducing token usage by 98%
- Add includeFailedTests parameter: returns only failed/skipped test details
- Add includeDetails parameter: returns all test details (original behavior)
- Default behavior now returns summary only (~150 tokens vs ~13k tokens)
- Make results field optional in Python schema for backward compatibility
Token savings:
- Default: ~13k tokens saved (98.9% reduction)
- With failures: minimal tokens (only non-passing tests)
- Full details: same as before when explicitly requested
This prevents context bloat for typical test runs where you only need
pass/fail counts, while still allowing detailed debugging when needed.
* Add warning when run_tests filters match no tests; fix test organization
TDD Feature:
- Add warning message when filter criteria match zero tests
- New RunTestsTests.cs validates message formatting logic
- Modified RunTests.cs to append "(No tests matched the specified filters)" when total=0
Test Organization Fixes:
- Move MCPToolParameterTests.cs from EditMode/ to EditMode/Tools/ (matches folder hierarchy)
- Fix inconsistent namespaces to MCPForUnityTests.Editor.{Subfolder}:
- MCPToolParameterTests: Tests.EditMode → MCPForUnityTests.Editor.Tools
- DomainReloadResilienceTests: Tests.EditMode.Tools → MCPForUnityTests.Editor.Tools
- Matrix4x4ConverterTests: MCPForUnityTests.EditMode.Helpers → MCPForUnityTests.Editor.Helpers
* Refactor test result message formatting
* Simplify RunTests warning assertions
* Tests: de-flake cold-start EditMode runs
- Make ManageScriptableObjectTests setup yield-based with longer Unity-ready timeout
- Mark DomainReloadResilienceTests explicit to avoid triggering domain reload during Run All
* Avoid blocking Claude CLI status checks on focus
* Fix Claude Code registration to remove existing server before re-registering
When registering with Claude Code, if a UnityMCP server already exists,
remove it first before adding the new registration. This ensures the
transport mode (HTTP vs stdio) is always updated to match the current
UseHttpTransport EditorPref setting.
Previously, if a stdio registration existed and the user tried to register
with HTTP, the command would fail with 'already exists' and the old stdio
configuration would remain unchanged.
* Fix Claude Code transport validation to parse CLI output format correctly
The validation code was incorrectly parsing the output of 'claude mcp get UnityMCP' by looking for JSON format ("transport": "http"), but the CLI actually returns human-readable text format ("Type: http"). This caused the transport mismatch detection to never trigger, allowing stdio to be selected in the UI while HTTP was registered with Claude Code.
Changes:
- Fix parsing logic to check for "Type: http" or "Type: stdio" in CLI output
- Add OnTransportChanged event to refresh client status when transport changes
- Wire up event handler to trigger client status refresh on transport dropdown change
This ensures that when the transport mode in Unity doesn't match what's registered with Claude Code, the UI will correctly show an error status with instructions to re-register.
* Fix Claude Code registration UI blocking and thread safety issues
This commit resolves three issues with Claude Code registration:
1. UI blocking: Removed synchronous CheckStatus() call after registration
that was blocking the editor. Status is now set immediately with async
verification happening in the background.
2. Thread safety: Fixed "can only be called from the main thread" errors
by capturing Application.dataPath and EditorPrefs.GetBool() on the main
thread before spawning async status check tasks.
3. Transport mismatch detection: Transport mode changes now trigger immediate
status checks to detect HTTP/stdio mismatches, instead of waiting for the
45-second refresh interval.
The registration button now turns green immediately after successful
registration without blocking, and properly detects transport mismatches
when switching between HTTP and stdio modes.
* Enforce thread safety for Claude Code status checks at compile time
Address code review feedback by making CheckStatusWithProjectDir thread-safe
by design rather than by convention:
1. Made projectDir and useHttpTransport parameters non-nullable to prevent
accidental background thread calls without captured values
2. Removed nullable fallback to EditorPrefs.GetBool() which would cause
thread safety violations if called from background threads
3. Added ArgumentNullException for null projectDir instead of falling back
to Application.dataPath (which is main-thread only)
4. Added XML documentation clearly stating threading contracts:
- CheckStatus() must be called from main thread
- CheckStatusWithProjectDir() is safe for background threads
5. Removed unreachable else branch in async status check code
These changes make it impossible to misuse the API from background threads,
with compile-time enforcement instead of runtime errors.
* Consolidate local HTTP Start/Stop and auto-start session
* HTTP improvements: Unity-owned server lifecycle + UI polish
* Deterministic HTTP stop via pidfile+token; spawn server in terminal
* Fix review feedback: token validation, host normalization, safer casts
* Fix stop heuristics edge cases; remove dead pid capture
* Fix unity substring guard in stop heuristics
* Fix local server cleanup and connection checks
* Fix read_console default limits; cleanup Unity-managed server vestiges
* Fix unfocused reconnect stalls; fast-fail retryable Unity commands
* Simplify PluginHub reload handling; honor run_tests timeout
* Fix Windows Claude CLI status check threading
* The default URL is already set when we call the function
* Remove placeholer for HTTP URL in the UI
When we load the UI, we use `HttpEndpointUtility.GetBaseUrl()`, so we don't need this
* Optimize tool loading so startup is fast again
We lazy load tools, remove the expensive AssetPath property, and reflect for only `McpForUnityToolAttribute`, so it's much faster.
A 6 second startup is now back to 400ms. Can still be optimised but this is good
* Remove .meta file from tests
The tests automatically cleans this up, so it likely got pushed by accident
* Add EditorPrefs management window for MCP configuration debugging
Meant to help with dev and testing, not so much the average user
* Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Revert "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"
This reverts commit 09bb4e1d2582678bc87d0ace45f9d8c3c88c3203.
* Reapply "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"
This reverts commit 6ccbc5e478f0bd2b61c992ae60db0ca367d651ae.
* Fix EditorPrefs type detection using sentinel values and null handling
* Simplify EditorPrefs type detection using known type mapping and basic parsing
Replace complex sentinel-based type detection with a dictionary of known pref types and simple TryParse fallback for unknown keys. Remove null handling and HasKey checks for known keys since they're defined in EditorPrefKeys.
* Make the menu item more clear
* Remove rounded borders and spacing from EditorPrefs list items
Minor visual tweak [skip ci]
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Add EditorPrefs management window for MCP configuration debugging
Meant to help with dev and testing, not so much the average user
* Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Revert "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"
This reverts commit 09bb4e1d2582678bc87d0ace45f9d8c3c88c3203.
* Reapply "Update MCPForUnity/Editor/Windows/EditorPrefs/EditorPrefsWindow.cs"
This reverts commit 6ccbc5e478f0bd2b61c992ae60db0ca367d651ae.
* Fix EditorPrefs type detection using sentinel values and null handling
* Simplify EditorPrefs type detection using known type mapping and basic parsing
Replace complex sentinel-based type detection with a dictionary of known pref types and simple TryParse fallback for unknown keys. Remove null handling and HasKey checks for known keys since they're defined in EditorPrefKeys.
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
* Fix test teardown to avoid dropping MCP bridge
CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService).
* Avoid leaking PlatformService in CodexConfigHelperTests
Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests.
* Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools
* Remove UnityMCPTests stress artifacts and ignore Assets/Temp
* Ignore UnityMCPTests Assets/Temp only
* Clarify array_resize fallback logic comments
* Refactor: simplify action set and reuse slash sanitization
* Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools
* Fix: ensure asset name matches filename to suppress Unity warnings
* Fix: resolve Unity warnings by ensuring asset name match and removing redundant import
* Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset
* Hardening: reject Windows drive paths; clarify supported asset types
* Delete FixscriptableobjecPlan.md
* Paginate get_hierarchy and get_components to prevent large payload crashes
* dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval
* Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests
* chore: align uvx args + coercion helpers; tighten safety guidance
* chore: minor cleanup + stabilize EditMode SO tests
* Fix test teardown to avoid dropping MCP bridge
CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService).
* Avoid leaking PlatformService in CodexConfigHelperTests
Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests.
* Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools
* Remove UnityMCPTests stress artifacts and ignore Assets/Temp
* Ignore UnityMCPTests Assets/Temp only
* Clarify array_resize fallback logic comments
* Refactor: simplify action set and reuse slash sanitization
* Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools
* Fix: ensure asset name matches filename to suppress Unity warnings
* Fix: resolve Unity warnings by ensuring asset name match and removing redundant import
* Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset
* Hardening: reject Windows drive paths; clarify supported asset types
* Delete FixscriptableobjecPlan.md
* docs: Add manage_scriptable_object tool description to README
* Fix#478: Add Matrix4x4Converter to prevent Cinemachine serialization crash
The `get_components` action crashes Unity when serializing Cinemachine
camera components because Newtonsoft.Json accesses computed Matrix4x4
properties (lossyScale, rotation) that call ValidTRS() on non-TRS matrices.
This fix adds a safe Matrix4x4Converter that only accesses raw matrix
elements (m00-m33), avoiding the dangerous computed properties entirely.
Changes:
- Add Matrix4x4Converter to UnityTypeConverters.cs
- Register converter in GameObjectSerializer serializer settings
Tested with Cinemachine 3.1.5 on Unity 6 - get_components now returns
full component data without crashing.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* Add unit tests for Matrix4x4Converter
Tests cover:
- Identity matrix serialization/deserialization
- Translation matrix round-trip
- Degenerate matrix (determinant=0) - key regression test
- Non-TRS matrix (projection) - validates ValidTRS() is never called
- Null handling
- Ensures dangerous properties are not in output
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* Address code review feedback
- Fix null handling consistency: return zero matrix instead of identity
(consistent with missing field defaults of 0f)
- Improve degenerate matrix test to verify:
- JSON only contains raw mXY properties
- Values roundtrip correctly
- Rename test to reflect expanded coverage
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* Move tests to TestProject per review feedback
Moved Matrix4x4ConverterTests from MCPForUnity/Editor/Tests/ to
TestProjects/UnityMCPTests/Assets/Tests/EditMode/Helpers/ as requested.
Also added MCPForUnity.Runtime reference to the test asmdef since
the converter lives in the Runtime assembly.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
* Fix Matrix4x4 deserialization guard + UI Toolkit USS warning
---------
Co-authored-by: Alexander Mangel <cygnusfear@gmail.com>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
* Add missing meta files
* Re-generate .meta files
It was for safety as some were AI generated before. Only minor changes were made
* Remove distribution settings and hardcode default localhost URL
Removes the McpDistributionSettings system that allowed different defaults for Asset Store vs git distributions. Hardcodes the default HTTP base URL to "http://localhost:8080" directly in HttpEndpointUtility and WebSocketTransportClient. Removes the setup window skip logic for remote defaults.
It didn't work in practice, best thing to do is replace the placeholder in the UXML
- Change migration to always clean up legacy keys, even on partial failures
- Upgrade migration messages from Debug to Warn/Info for better visibility
- Add explicit warning when failures occur that manual configuration is needed
- Remove early return on failures to ensure legacy keys are always deleted
- Prevents migration retry loops when some clients fail to configure
Adds KiloCodeConfigurator to enable automatic MCP configuration for
Kilo Code VS Code extension users.
Closes#250
Co-authored-by: Berkant <Nonanti@users.noreply.github.com>
* Fix script path handling and FastMCP Context API usage
1. Fix script path doubling when Assets prefix is used
- ManageScript.TryResolveUnderAssets now properly handles both Assets and Assets/ prefixes
- Previously, paths like Assets/Script.cs would create files at Assets/Assets/Script.cs
- Now correctly strips the prefix and creates files at the intended location
2. Fix FastMCP Context API call in manage_asset
- Changed ctx.warn() to ctx.warning() to match FastMCP Context API
- Fixes AttributeError when manage_asset encounters property parse errors
- Affects ScriptableObject creation and other asset operations with invalid properties
* Fix manage_asset error handling to use ctx.error
Changed ctx.warning to ctx.error for property parse errors in manage_asset
tool to properly handle error cases. This ensures parse errors are reported
as errors rather than warnings, and fixes compatibility with FastMCP Context API.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
* Update github-repo-stats.yml
* Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over
* Revert "Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over"
This reverts commit 74d35d371a28b2d86cb7722e28017b29be053efd.
* Add fork-only Unity tests workflow and guard upstream run
* Move fork Unity tests workflow to root
* Fix MCP server install step in NL suite workflow
* Harden NL suite prompts for deterministic anchors
* update claude haiku version for NL/T tests
* Fix CI: share unity-mcp status dir
* update yaml
* Add Unity bridge debug step in CI
* Fail fast when Unity MCP status file missing
* Allow Unity local share writable for MCP status
* Mount Unity cache rw and dump Editor log for MCP debug
* Allow Unity config dir writable for MCP heartbeat/logs
* Write Unity logs to file and list config dir in debug
* Use available Anthropic models for T pass
* Use latest claude sonnet/haiku models in workflow
* Fix YAML indentation for MCP preflight step
* Point MCP server to src/server.py and fix preflight
* another try
* Add MCP preflight workflow and update NL suite
* Fixes to improve CI testing
* Cleanup
* fixes
* diag
* fix yaml
* fix status dir
* Fix YAML / printing to stdout --> stderr
* find in file fixes.
* fixes to find_in_file and CI report format error
* Only run the stats on the CoPlay main repo, not forks.
* Coderabbit fixes.
* Fixed ArrayPool conflict with CString.dll ArrayPool in Tolua
Fixed ArrayPool conflict with CString.dll ArrayPool in Tolua
* ScreenCapture在Unity2022中才支持
ScreenCapture在Unity2022中才支持,增加Unity版本判断
* [FEATURE] Local MCPForUnity Deployment
Similar to deploy.bat, but sideload it to MCP For Unity for easier deployment inside Unity menu.
* Update PackageDeploymentService.cs
* Update with meta file
* Updated Readme
* Updates on Camera Capture Feature
* Enable Camera Capture through both play and editor mode
Notes: Because the standard ScreenCapture.CaptureScreenshot does not work in editor mode, so we use ScreenCapture.CaptureScreenshotIntoRenderTexture to enable it during play mode.
* The user can access the camera access through the tool menu or through direct LLM calling. Both tested on Windows with Claude Desktop.
* Minor changes
nitpicking changes
* WIP: Material management tool implementation and tests
- Add ManageMaterial tool for creating and modifying materials
- Add MaterialOps helper for material property operations
- Add comprehensive test suite for material management
- Add string parameter parsing support for material properties
- Update related tools (ManageGameObject, manage_asset, etc.)
- Add test materials and scenes for material testing
* refactor: unify material property logic into MaterialOps
- Move and logic from to
- Update to delegate to
- Update to use enhanced for creation and property setting
- Add texture path loading support to
* Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
* Refactor ManageMaterial and fix code review issues
- Fix Python server tools (redundant imports, exception handling, string formatting)
- Clean up documentation and error reports
- Improve ManageMaterial.cs (overwrite checks, error handling)
- Enhance MaterialOps.cs (robustness, logging, dead code removal)
- Update tests (assertions, unused imports)
- Fix manifest.json relative path
- Remove temporary test artifacts and manual setup scripts
* Remove test scene
* remove extra mat
* Remove unnecessary SceneTemplateSettings.json
* Remove unnecessary SceneTemplateSettings.json
* Fix MaterialOps issues
* Fix: Case-insensitive material property lookup and missing HasProperty checks
* Rabbit fixes
* Improve material ops logging and test coverage
* Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
* Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
* Add manage_material tool documentation and fix MaterialOps texture property checks
- Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
- Add manage_material to tools list in README.md and README-zh.md
- Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
- Ensures consistency with other property setters in MaterialOps
* Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
* Update .Bat file and Bug fix on ManageScript
* Update the .Bat file to include runtime folder
* Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
* Further changes
String to Int for consistency
* [Custom Tool] Roslyn Runtime Compilation
Allows users to generate/compile codes during Playmode
* Fix based on CR
* Create claude_skill_unity.zip
Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
* Update for Custom_Tool Fix and Detection
1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
3. Add few missing summary in certain tools
* Revert "Update for Custom_Tool Fix and Detection"
This reverts commit ae8cfe5e256c70ac4a16c79d50341a39cbac18ba.
* Update README.md
* Reapply "Update for Custom_Tool Fix and Detection"
This reverts commit f423c2f25e9ccff4f3b89d1d360ee9cf13143733.
* Update ManageScript.cs
Fix the layout problem of manage_script in the panel
* Update
To comply with the current server setting
* Update on Batch
Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
* Revert "Merge pull request #1 from Scriptwonder/batching"
This reverts commit 55ee76810be161d414e1f5f5abaa5ee30ddd0052, reversing
changes made to ae2eedd7fb2c6a66ff008bacac481aefb1b0d176.
* Update .Bat file and Bug fix on ManageScript
* Update the .Bat file to include runtime folder
* Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
* Further changes
String to Int for consistency
* [Custom Tool] Roslyn Runtime Compilation
Allows users to generate/compile codes during Playmode
* Fix based on CR
* Create claude_skill_unity.zip
Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
* Update for Custom_Tool Fix and Detection
1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
3. Add few missing summary in certain tools
* Revert "Update for Custom_Tool Fix and Detection"
This reverts commit ae8cfe5e256c70ac4a16c79d50341a39cbac18ba.
* Update README.md
* Reapply "Update for Custom_Tool Fix and Detection"
This reverts commit f423c2f25e9ccff4f3b89d1d360ee9cf13143733.
* Update ManageScript.cs
Fix the layout problem of manage_script in the panel
* Update
To comply with the current server setting
* Update on Batch
Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
* Revert "Merge branch 'main' into batching"
This reverts commit 51fc4b4deb9e907cab3404d8c702131e3da85122, reversing
changes made to 318c824e1b78ca74701a1721a5a94f5dc567035f.
* Fix macOS port conflict: Disable SO_REUSEADDR and improve UI port display
- StdioBridgeHost.cs: Disable ReuseAddress on macOS to force AddressAlreadyInUse exception on conflict.
- PortManager.cs: Add connection check safety net for macOS.
- McpConnectionSection.cs: Ensure UI displays the actual live port instead of just the requested one.
* Fix macOS port conflict: Disable SO_REUSEADDR and improve UI port display
- StdioBridgeHost.cs: Disable ReuseAddress on macOS to force AddressAlreadyInUse exception on conflict.
- PortManager.cs: Add connection check safety net for macOS.
- McpConnectionSection.cs: Ensure UI displays the actual live port instead of just the requested one.
* Address CodeRabbit feedback: UX improvements and code quality fixes
- McpConnectionSection.cs: Disable port field when session is running to prevent editing conflicts
- StdioBridgeHost.cs: Refactor listener creation into helper method and update EditorPrefs on port fallback
- unity_instance_middleware.py: Narrow exception handling and preserve SystemExit/KeyboardInterrupt
- debug_request_context.py: Document that debug fields expose internal implementation details
* Fix: Harden Python detection on Windows to handle App Execution Aliases
* Refactor: Pre-resolve conflicts for McpConnectionSection and middleware
* Fix: Remove leftover merge conflict markers in StdioBridgeHost.cs
* fix: clarify create_script tool description regarding base64 encoding
* fix: improve python detection on macOS by checking specific Homebrew paths
* Fix duplicate SetEnabled call and improve macOS Python detection
* Fix port display not reverting to saved preference when session ends
Tackle the requests in Issue#267, tested and no bugs found.
(1)LLM can duplicate an gameobject based on request
(2)LLM can move a gameobject relative to another gameobject
* Fix: HTTP/Stdio transport routing and middleware session persistence
- Ensure session persistence for stdio transport by using stable client_id/global fallback.
- Fix Nagle algorithm latency issues by setting TCP_NODELAY.
- Cleanup duplicate logging and imports.
- Resolve C# NullReferenceException in EditorWindow health check.
* Fix: thread-safe middleware singleton and re-enable repo stats schedule
* Temp Update on Material Assignment
Previously it was shader assignment by request or iterative order from URP to Unlit, but LLM usually assign Standard in a URP setting.
This small fix introduce the helper to resolve some of the conflicts, while give warnings in the log to show if the user is creating a shader in a non-compatible setting.
* Update RenderPipelineUtility.cs
* fix: Changed flag management to EditorPrefs
* refactor: Improve code readability and error handling in MCP window toggle
* fix: Refactor MCP window toggle logic to use new helper methods for better readability and maintainability
* fix: Reorder using directives and improve error logging format in MCP window
* Address CodeRabbit feedback: use McpLog.Warn and guard against repeated CreateGUI calls
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Co-authored-by: David Sarno <david@lighthaus.us>