Commit Graph

93 Commits (c770a8c713422d72b888b6c35a8d47c325f6c382)

Author SHA1 Message Date
Marcus Sanatan c770a8c713
Add EditorPrefs management window for MCP configuration debugging (#491)
* 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>
2025-12-29 13:30:45 -04:00
GitHub Actions eea02d1a0d chore: bump version to 8.4.0 2025-12-29 04:58:32 +00:00
dsarno 35165e11b3
Payload-safe paging for hierarchy/components + safer asset search + docs (#490)
* 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
2025-12-28 20:57:57 -08:00
dsarno 28f60b42b0
feature/Add new manage_scriptable_object tool (#489)
* 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
2025-12-28 20:15:50 -08:00
dsarno 91b6f4d8d6
Test/478 matrix4x4 serialization crash (#481)
* 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>
2025-12-23 15:53:14 -08:00
Shutong Wu 90758f19f4
Fix on Issue #465 (#477)
* Update ScreenshotUtility.cs

Fix issue in issue#465

* Update ScreenshotUtility.cs
2025-12-22 13:36:55 -05:00
GitHub Actions df906cb747 chore: bump version to 8.3.0 2025-12-20 00:08:32 +00:00
Marcus Sanatan 7a99ae1472
Remove distribution settings scriptable object (#473)
* 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
2025-12-19 19:11:54 -04:00
Marcus Sanatan e35ef22aba
Add .meta files (#472)
* Add missing meta files

* Re-generate .meta files

It was for safety as some were AI generated before. Only minor changes were made
2025-12-19 18:59:19 -04:00
Marcus Sanatan 412cc00f41
Improve legacy configuration migration error handling and cleanup (#470)
- 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
2025-12-19 18:30:42 -04:00
Berkant df3a49334e
feat: add Kilo Code configurator for AutoConfig support (#438)
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>
2025-12-18 15:48:01 -04:00
Voon Foo 60a9f66949
Add test filtering to run_tests tool (#462) 2025-12-17 16:59:21 -04:00
Marcus Sanatan f671bbcd06
Add debug logging for legacy configuration migration details (#463) 2025-12-17 16:58:32 -04:00
DeTandtThibaut 493d9ba420
feat: Add Intelij Rider for Autoconfig support (#448) 2025-12-17 16:57:49 -04:00
Shutong Wu 8fe73be7ae
Minor Fix on Advanced Setting UI (#459)
* [FIX] Input refinment on Advanced Settings

Add a browse for server and make the source input more than readonly
2025-12-13 18:33:20 -05:00
GitHub Actions 6e0ef2347a chore: bump version to 8.2.3 2025-12-11 04:10:23 +00:00
dsarno 2b23af45a2
Fix/script path assets prefix and ctx warn bug (#453)
* 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>
2025-12-10 20:09:16 -08:00
GitHub Actions 237b26ecb4 chore: bump version to 8.2.2 2025-12-10 23:11:15 +00:00
dsarno d06eaefa8a
Unity MCP CI Test Improvements (#452)
* Update github-repo-stats.yml

* Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over

* Revert "Server: refine shutdown logic per bot feedback\n- Parameterize _force_exit(code) and use timers with args\n- Consistent behavior on BrokenPipeError (no immediate exit)\n- Exit code 1 on unexpected exceptions\n\nTests: restore telemetry module after disabling to avoid bleed-over"

This reverts commit 74d35d371a28b2d86cb7722e28017b29be053efd.

* Add fork-only Unity tests workflow and guard upstream run

* Move fork Unity tests workflow to root

* Fix MCP server install step in NL suite workflow

* Harden NL suite prompts for deterministic anchors

* update claude haiku version for NL/T tests

* Fix CI: share unity-mcp status dir

* update yaml

* Add Unity bridge debug step in CI

* Fail fast when Unity MCP status file missing

* Allow Unity local share writable for MCP status

* Mount Unity cache rw and dump Editor log for MCP debug

* Allow Unity config dir writable for MCP heartbeat/logs

* Write Unity logs to file and list config dir in debug

* Use available Anthropic models for T pass

* Use latest claude sonnet/haiku models in workflow

* Fix YAML indentation for MCP preflight step

* Point MCP server to src/server.py and fix preflight

* another try

* Add MCP preflight workflow and update NL suite

* Fixes to improve CI testing

* Cleanup

* fixes

* diag

* fix yaml

* fix status dir

* Fix YAML / printing to stdout --> stderr

* find in file fixes.

* fixes to find_in_file and CI report format error

* Only run the stats on the CoPlay main repo, not forks.

* Coderabbit fixes.
2025-12-10 14:54:55 -08:00
Shutong Wu a9878622ea
Implement screenshot capture for Unity 2022.1+
Add conditional screenshot capture for Unity 2022.1 and newer.
2025-12-10 12:15:29 -05:00
Evan 2f2b56a20d
修复ArrayPool可能会产生报错的问题 (#451)
* 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
2025-12-10 12:14:30 -05:00
Shutong Wu 79b3255d0a
[FEATURE] Deployment of local source code to Unity (#450)
* [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
2025-12-09 20:17:18 -05:00
Shutong Wu 97b85749b5
[FEATURE] Camera Capture (#449)
* 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
2025-12-09 19:00:30 -05:00
GitHub Actions 2ad0be74ac chore: bump version to 8.2.1 2025-12-08 16:19:37 +00:00
dsarno 0c8d2aac42
Fix/websocket queue to main thread (#443)
* feat: Implement async method to retrieve enabled tools on the main thread

* fix: cancelable main-thread tool discovery

* chore: dispose cancellation registration and dedupe usings

---------

Co-authored-by: Jordon Harrison <Jordon.Harrison@outlook.com>
2025-12-08 08:16:09 -08:00
GitHub Actions fd44ab3b5d chore: bump version to 8.2.0 2025-12-08 03:40:52 +00:00
dsarno fe4cae7241
feat: Add `manage_material` tool for dedicated material manipulation (#440)
* 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
2025-12-07 19:39:52 -08:00
Shutong Wu 7f8ca2a3bd
[FEATURE] Custom Tool Fix and Add inspection window for all the tools (#414)
* 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.
2025-12-07 19:38:32 -05:00
Shutong Wu b34e4c8cf7
[FEATURE] Batch Commands (#418)
* 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.
2025-12-07 19:36:44 -05:00
GitHub Actions 2c65c76ea3 chore: bump version to 8.1.6 2025-12-04 21:20:37 +00:00
dsarno 49973db806
Fix: Python Detection, Port Conflicts, and Script Creation Reliability (#428)
* 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
2025-12-04 13:19:42 -08:00
Jordon bf81319e4c
Support GitHub Copilot in VSCode Insiders + robustness improvements and bug fixes (#425)
* feat: add VSCode Insiders configurator and update documentation

* feat: add VSCode Insiders configurator metadata file

* feat: enhance telemetry and tool management with improved file handling and boolean coercion

* feat: refactor UV command handling to use BuildUvPathFromUvx method

* feat: replace custom boolean coercion logic with shared utility function

* feat: update import paths for coerce_bool utility function

* feat: enhance telemetry version retrieval and improve boolean coercion fallback logic

* feat: reapply offset and world_space parameters with coercion in manage_gameobject function
2025-12-04 11:41:01 -08:00
Shutong Wu a69ce19a7b
Update GameObject for two new features (#427)
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
2025-12-04 13:11:28 -05:00
GitHub Actions 0c2934a9c4 chore: bump version to 8.1.5 2025-12-04 01:16:32 +00:00
dsarno d93e437014
Fix: HTTP/Stdio transport routing and middleware session persistence (#422)
* 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
2025-12-03 17:15:42 -08:00
Shutong Wu eb9327c06a
[FIX] Temp Update on Material Assignment (#420)
* 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
2025-12-03 00:39:38 -05:00
dsarno 50f612cbf2
Fix duplicate connection verification logs: add debounce and state-ch… (#413)
* Fix duplicate connection verification logs: add debounce and state-change-only logging

* Address CodeRabbit feedback: use status constants, fix comments, remove redundant code
2025-12-01 20:12:39 -08:00
カラス b57a2ece9d
fix: Changed flag management to EditorPrefs (#408)
* 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

---------

Co-authored-by: David Sarno <david@lighthaus.us>
2025-12-01 19:49:28 -08:00
GitHub Actions 0d6c274e3c chore: bump version to 8.1.4 2025-12-02 02:01:45 +00:00
dsarno 4cd6c071db
Fix Claude Windows config and CLI status refresh (#412)
* Fix Claude Windows config and CLI status refresh

* Fix Claude uvx path resolution

* Address review feedback for Claude uvx

* Polish config cleanup and status errors

* Tidy Claude status refresh
2025-12-01 18:01:14 -08:00
GitHub Actions 839665b37c chore: bump version to 8.1.3 2025-12-01 21:06:19 +00:00
GitHub Actions 2126745713 chore: bump version to 8.1.2 2025-11-29 02:49:46 +00:00
GitHub Actions b45285829d chore: bump version to 8.1.1 2025-11-29 02:43:52 +00:00
Marcus Sanatan adfc6f5e84
Fix manage prefabs (#405)
* Standardize import ordering and whitespace in plugin

The whitespace gave a warning in the asset store submission

* Fix manage_prefab tool structure

* Fix manage_editor actions

* Add get_component singular to manage_gameobject

* Improve uv cache clear error handling with lock detection and combined output

Replace simple stderr-only error reporting with combined stdout/stderr output. Add detection for "currently in-use" lock errors with helpful hint about waiting or using --force flag. Provide fallback message when command fails with no output.

* Improve error message formatting in uv cache clear failure logging
2025-11-28 18:47:11 -04:00
GitHub Actions db2f068fc2 chore: bump version to 8.1.0 2025-11-28 02:41:45 +00:00
Marcus Sanatan c50e583300
Add distribution settings for Asset Store vs git defaults (#404)
* Add distribution settings for Asset Store vs git defaults

Introduce McpDistributionSettings ScriptableObject to configure different defaults for Asset Store and git distributions without code forking. Add skipSetupWindowWhenRemoteDefault flag to bypass setup wizard when shipping with hosted MCP URL. Replace hardcoded localhost:8080 defaults with configurable defaultHttpBaseUrl from distribution settings in HttpEndpointUtility and WebSocketTransportClient.

* Improve local address detection in McpDistributionSettings with comprehensive IP range checks

Replace simple string-based localhost/127.0.0.1 checks with robust IsLocalAddress method that validates loopback addresses, private IPv4 ranges (10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16, 169.254.0.0/16), IPv6 link-local and loopback addresses, and .local hostnames using proper URI parsing and IPAddress validation.

* Fix error
2025-11-27 22:10:21 -04:00
Marcus Sanatan bd620e04be
Add CodeBuddy CLI configurator (#403)
Closes #392
2025-11-27 21:17:09 -04:00
Marcus Sanatan 17cd543fab
Fix stdio reloads (#402)
* First pass at MCP client refactor

* Restore original text instructions

Well most of them, I modified a few

* Move configurators to their own folder

It's less clusterd

* Remvoe override for Windsurf because we no longer need to use it

* Add Antigravity configs

Works like Windsurf, but it sucks ass

* Add some docs for properties

* Add comprehensive MCP client configurators documentation

* Add missing imports (#7)

* Handle Linux paths when unregistering CLI commands

* Construct a JSON error in a much more secure fashion

* Fix stdio auto-reconnect after domain reloads

We mirror what we've done with the HTTP/websocket connection

We also ensure the states from the stdio/HTTP connections are handled separately. Things now work as expected

* Fix ActiveMode to return resolved transport mode instead of preferred mode

The ActiveMode property now calls ResolvePreferredMode() to return the actual active transport mode rather than just the preferred mode setting.

* Minor improvements for stdio bridge

- Consolidated the !useHttp && isRunning checks into a single shouldResume flag.
- Wrapped the fire-and-forget StopAsync in a continuation that logs faults (matching the HTTP handler pattern).
- Wrapped StartAsync in a continuation that logs failures and only triggers the health check on success.

* Refactor TransportManager to use switch expressions and improve error handling

- Replace if-else chains with switch expressions for better readability and exhaustiveness checking
- Add GetClient() helper method to centralize client retrieval logic
- Wrap StopAsync in try-catch to log failures when stopping a failed transport
- Use client.TransportName instead of mode.ToString() for consistent naming in error messages
2025-11-27 19:33:26 -04:00
Marcus Sanatan f94cb2460a
Simplify MCP client configs (#401)
* First pass at MCP client refactor

* Restore original text instructions

Well most of them, I modified a few

* Move configurators to their own folder

It's less clusterd

* Remvoe override for Windsurf because we no longer need to use it

* Add Antigravity configs

Works like Windsurf, but it sucks ass

* Add some docs for properties

* Add comprehensive MCP client configurators documentation

* Add missing imports (#7)

* Handle Linux paths when unregistering CLI commands

* Construct a JSON error in a much more secure fashion
2025-11-27 18:18:44 -04:00
GitHub Actions 7b25f7ce3e chore: bump version to 8.0.1 2025-11-26 01:40:55 +00:00