This merge combines upstream's organizational rebrand and updates with
our comprehensive bridge stability improvements:
**From Upstream:**
- CoplayDev organizational rebrand (README, LICENSE, documentation)
- Updated logo and deployment scripts
- Python version pinning (.python-version file)
**From Our Branch (Preserved):**
- Comprehensive bridge stability improvements (threading, heartbeat, retries)
- Enhanced debugging and diagnostic features
- Embedded server installation approach (more reliable than git-based)
- Broader Python compatibility (>=3.10 vs >=3.12)
- Advanced port management with per-project persistence
- Auto-setup and connection reliability features
- Robust error handling and recovery mechanisms
**Key Technical Decisions:**
- Used our comprehensive UnityMcpBridge.cs (625 lines vs 473) with all stability features
- Maintained embedded server approach over upstream's git-based installer
- Preserved broader Python compatibility (>=3.10) for better accessibility
- Used our optimized connection settings and retry logic
- Kept our user-centric server installation approach (on-demand vs automatic)
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Switch ServerInstaller to embedded copy-only (no network)
- Simplify Editor UI server status to 'Installed (Embedded)'
- Vendor UnityMcpServer/src into UnityMcpBridge/UnityMcpServer/src for UPM distribution
- Keep bridge recompile robustness (heartbeat + sticky port)
- Enhanced Windows support for UV and Claude executable detection with OS-specific path handling
- Added PowerShell integration for Windows command execution with proper PATH environment setup
- Implemented comprehensive UV path scanning for various installation methods (Python, Chocolatey, Scoop, Cargo, etc.)
- Added executable validation using IsValidUvInstallation() method
- Improved Claude path detection with fallback to PowerShell's Get-Command
- Enhanced configuration path handling with Windows-specific paths and cross-platform normalization
- Cleaned up exception handling by removing unused exception variables
- Fixed method signature in VSCodeManualSetupWindow
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
The Unity Editor was crashing with ValidTRS() assertions when attempting to get components from certain GameObjects like the Main Camera.
Investigation revealed the crash occurred during JSON serialization when reflection code accessed specific matrix properties (e.g., Camera.cullingMatrix, Transform.rotation, Transform.lossyScale). Accessing these properties appears to trigger internal Transform state validation failures, potentially due to interactions with the JSON serializer's reflection mechanism.
This fix addresses the issue by:
- Replacing LINQ iteration in GetComponentsFromTarget with a standard loop over a copied list to prevent potential premature serialization interactions.
- Explicitly skipping known problematic Camera matrix properties (cullingMatrix, pixelRect, rect) and generic matrix properties (worldToLocalMatrix, localToWorldMatrix) within GetComponentData's reflection logic.
- Retaining manual serialization for Transform component properties to avoid related reflection issues.
Moved serialization logic (GetGameObjectData, GetComponentData, metadata caching, JSON conversion helpers) from ManageGameObject tool to a dedicated GameObjectSerializer class in the Helpers namespace.
This improves separation of concerns and reduces the size/complexity of ManageGameObject.cs. Updated ManageGameObject to use the new helper class.