* refactor: remove unused UnityEngine references from menu item classes
* Add new tools to manage a prefab, particularly, making them staged.
This might be enough, but it's possible we may have to extract some logic from ManageGameObject
* feat: add AssetPathUtility for asset path normalization and update references in ManageAsset and ManagePrefabs
* feat: add prefab management tools and register them with the MCP server
* feat: update prefab management commands to use 'prefabPath' and add 'create_from_gameobject' action
* fix: update parameter references to 'prefabPath' in ManagePrefabs and manage_prefabs tools
* fix: clarify error message for missing 'prefabPath' in create_from_gameobject command
* fix: ensure pull request triggers for unity tests workflow
* Revert "fix: ensure pull request triggers for unity tests workflow"
This reverts commit 10bfe54b5b7f3c449852b1bf1bb72f498289a1a0.
* Remove delayed execution of executing menu item, fixing #279
This brings the Unity window into focus but that seems to be a better UX for devs.
Also streamline manage_menu_item tool info, as FastMCP recommends
* docs: clarify menu item tool description with guidance to use list action first
* feat: add version update for server_version.txt in bump-version workflow
* fix: simplify error message for failed menu item execution
* feat: add Codex CLI client support with config.toml handling
* feat: add config helpers for managing Codex and MCP server configurations
* feat: add TOML array parsing support for multi-line and trailing comma formats
* fix: handle TOML inline comments in section headers during parsing
* fix: strip TOML comments before processing section headers
* fix: improve JSON parsing to handle escaped single quotes in config strings
* Use Tommy for TOML parsing
It's a single file and OSS, easy to integrate into Unity
* fix: patched Tommy’s literal-string handling so doubled single quotes inside literal strings are treated as embedded apostrophes instead of prematurely ending the value
* Don't overwrite MCP configs while testing
Seeing random JSON in my codex config was pretty annoying
* PR Feedback
* Keep Tommy compatible with Unity 2021
* Re-include Tommy's license
Probably a good habit to keep all 3rd party licenses and copyrights, even if they're also MIT licenses
Add comprehensive dependency detection system with cross-platform support:
- DependencyManager: Main orchestrator for dependency validation
- SetupWizard: Auto-trigger logic with InitializeOnLoad
- SetupWizardWindow: Complete EditorWindow implementation
- Platform detectors: Windows, macOS, Linux specific detection
- InstallationOrchestrator: Guided installation workflow
Asset Store compliance features:
- No bundled Python interpreter or UV package manager
- User-guided installation process with platform-specific instructions
- Clean package structure without large binary dependencies
- Fallback modes for incomplete installations
- Clear error messages with actionable guidance
Integration:
- Maintains backward compatibility with existing functionality
- Integrates with existing ServerInstaller and MCP infrastructure
- Adds menu items for manual setup wizard access and dependency checking
- Comprehensive error handling and user guidance
Current Windows command does not work on some machines such like mine. Copy and paste the command from Astral website to ensure the installation process go smoothly.
* Move the current test to a Tools folder
* feat: add env object and disabled flag handling for MCP client configuration
* Format manual config specially for Windsurf and Kiro
* refactor: extract config JSON building logic into dedicated ConfigJsonBuilder class
* refactor: extract unity node population logic into centralized helper method
* refactor: only add env property to config for Windsurf and Kiro clients
If it ain't broke with the other clients, don't fix...
* fix: write UTF-8 without BOM encoding for config files to avoid Windows compatibility issues
* fix: enforce UTF-8 encoding without BOM when writing files to disk
* refactor: replace execute_menu_item with enhanced manage_menu_item tool supporting list/exists/refresh
* Update meta files for older Unity versions
* test: add unit tests for menu item management and execution
* feat: add tips for paths, script compilation, and menu item usage in asset creation strategy
* Use McpLog functionality instead of Unity's Debug
* Add telemetry
* Annotate parameters
More info to LLMs + better validation
* Remove the refresh command
It's only ever useful in the context of listing menu items
* Updated meta files since running in Unity 2021
* Slightly better README
* fix: rename server-version.txt to server_version.txt and update menu item description
- config: point telemetry_endpoint to Cloud Run default
- telemetry: log effective endpoint/timeout; reject localhost endpoints
- server: telemetry logger at normal level with rotating file; default timeout=5s when unset
- Logging to stderr with force; quiet httpx/urllib3
- Async lifespan fix; defer telemetry in first second
- Bounded telemetry queue with single worker
- Reduce initial Unity connect timeout to 1s
- Keep server_version in file
- Detect and clean up legacy server installations in LocalApplicationData
- Prevents accumulation of old server copies during package updates
- Improves cleanup of Windows-specific legacy installation paths
- README path separators (todo in separate doc commit)
- manage_gameobject: pop prefabFolder not prefab_folder
- execute_menu_item: make sync to avoid blocking event loop
- telemetry: validate endpoint scheme (allow http/https only) and re-validate at send time
- Add server-side integer coercion for numeric parameters in all tools
- Fix parameter type validation issues (read_resource, find_in_file, read_console, manage_scene, manage_asset)
- Add proper tool descriptions with ctx parameter documentation
- Fix Context type annotations (use Context instead of Any for ctx)
- All tools now accept flexible numeric inputs (strings, floats) and coerce to integers
- Telemetry system working with all tool_execution events captured in BigQuery
- Remove invalid parameter type warnings from client-side validation
* commit '3e83f993bfe632034bf7302d4319e3cd16353eb8':
Improved ci prompt testing suite (#270)
chore: bump version to 3.3.2
Fix: Unity Editor reload crash + debug-noise reduction (#266)
Revise README for improved clarity and organization
docs: install uv via official installer (curl/winget)
Update README.md
docs: fix Windows uv path to use WinGet shim, keep macOS AppSupport symlink path
docs: update README.md with improved installation paths, documentation, and logo
fix: Update README installation paths to match ServerInstaller.cs
* CI: streamline Unity licensing (ULF/EBL); drop cache mounts & EBL-in-container; NL suite: clarify T-E/T-J, anchor positions, EOF brace targeting, SHA preconditions
* CI: support both ULF + EBL; validate ULF before -manualLicenseFile; robust readiness wait; use game-ci @v2 actions
* CI: activate EBL via container using UNITY_IMAGE; fix readiness regex grouping
* CI: minimal patch — guard manualLicenseFile by ulf.ok, expand error patterns, keep return-license @v2 for linter
* CI: harden ULF staging (printf+chmod); pass ULF_OK via env; use manual_args array for -manualLicenseFile
* CI: assert EBL activation writes entitlement to host mount; fail fast if missing
* CI: use heredoc in wait step to avoid nested-quote issues; remove redundant EBL artifact copy; drop job-level if and unused UNITY_VERSION
* CI: harden wait step (container status check, broader ready patterns, longer timeout); make license return non-blocking
* CI: wait step — confirm bridge readiness via status JSON (unity_port) + host socket probe
* CI: YAML-safe readiness fallback (grep/sed unity_port + bash TCP probe); workflow_dispatch trigger + ASCII step names
* CI: refine license error pattern to ignore benign LicensingClient channel startup; only match true activation/return failures
* Improve Unity bridge wait logic in CI workflow
- Increase timeout from 600s to 900s for Unity startup
- Add 'bound' to readiness pattern to catch more bridge signals
- Refine error detection to focus only on license failures
- Remove non-license error patterns that could cause false failures
- Improve error reporting with descriptive messages
- Fix regex escaping for unity port parsing
- Fix case sensitivity in sed commands
* Add comprehensive Unity workflow improvements
- Add project warm-up step to pre-import Library before bridge startup
- Expand license mounts to capture full Unity config and local-share directories
- Update bridge container to use expanded directory mounts instead of narrow license paths
- Provide ULF licenses in both legacy and standard local-share paths
- Improve EBL activation to capture complete Unity authentication context
- Update verification logic to check full config directories for entitlements
These changes eliminate cold import delays during bridge startup and provide
Unity with all necessary authentication data, reducing edge cases and improving
overall workflow reliability.
* Refine Unity workflow licensing and permissions
- Make EBL verification conditional on ULF presence to allow ULF-only runs
- Remove read-only mounts from warm-up container for Unity user directories
- Align secrets gate with actual licensing requirements (remove UNITY_SERIAL only)
- Keep return-license action at v2 (latest available version)
These changes prevent workflow failures when EBL has issues but ULF is valid,
allow Unity to write preferences during warm-up, and ensure secrets detection
matches the actual licensing logic used by the workflow steps.
* fix workflow YAML parse
* Normalize NL/T JUnit names and robust summary
* Fix Python import syntax in workflow debug step
* Improve prompt clarity for XML test fragment format
- Add detailed XML format requirements with exact specifications
- Emphasize NO prologue, epilogue, code fences, or extra characters
- Add specific instructions for T-D and T-J tests to write fragments immediately
- Include exact XML template and TESTID requirements
- Should fix T-D and T-J test failures in CI by ensuring proper fragment format
* Fix problematic regex substitution in test name canonicalization
- Replace unsafe regex substitution that could create malformed names
- New approach: preserve correctly formatted names, extract titles safely
- Prevents edge cases where double processing could corrupt test names
- Uses proper em dash (—) separator consistently
- More robust handling of various input formats
* CI: NL/T hardening — enforce filename-derived IDs, robust backfill, single-testcase guard; tighten prompt emissions; disallow Bash
* fix: keep file ID when canonicalizing test names
* CI: move Unity Pro license return to teardown after stopping Unity; keep placeholder at original site
* CI: remove revert helper & baseline snapshot; stop creating scripts dir; prompt: standardize T-B validation to level=standard
* CI: remove mini workflow and obsolete NL prompts; redact email in all Unity log dumps
* NL/T prompt: enforce allowed ops, require per-test fragment emission (incl. failures), add T-F..T-J XML templates
* NL suite: enforce strict NL-4 emission; remove brittle relabeling; keep canonicalization + backfill
* NL/T: minimize transcript; tighten NL-4 console reads; add final errors scan in T-J
* ci: add local validate-nlt-coverage helper
* CI: add staged report fragment promotion step (reports/_staging -> reports/) to support multi-edit reporting
* CI: add staged report fragment promotion step (reports/_staging -> reports/) to support multi-edit reporting
* CI: minor polish and guardrails; keep staged reports promotion and placeholder detection
* read_console: default count=50; normalize types str->list; tolerate legacy payload shapes
* read_console: harden response parsing for legacy shapes (data as list, tuple entries)
* Docs: refresh CI workflow and prompts (remove mini suite refs; per-test emissions, staging, guard)
* CI: move T coverage check after staged promotion; accept _staging as present; dedupe promotion step
* CI: make T retry conditional on explicit coverage probe (not failure()); respect _staging in probe