unity-mcp/MCPForUnity
dsarno 5511a2b8ad
🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519)
* 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
2026-01-06 12:58:17 -08:00
..
Editor 🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) 2026-01-06 12:58:17 -08:00
Runtime 🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) 2026-01-06 12:58:17 -08:00
Editor.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
README.md HTTP Server, uvx, C# only custom tools (#375) 2025-11-24 23:21:06 -04:00
README.md.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
Runtime.meta Rename plugin folder to MCPForUnity (#303) 2025-10-03 20:23:28 -04:00
package.json chore: bump version to 8.7.1 2026-01-05 01:58:40 +00:00
package.json.meta Add .meta files (#472) 2025-12-19 18:59:19 -04:00

README.md

MCP for Unity — Editor Plugin Guide

Use this guide to configure and run MCP for Unity inside the Unity Editor. Installation is covered elsewhere; this document focuses on the Editor window, client configuration, and troubleshooting.

Open the window

  • Unity menu: Window > MCP for Unity

The window has four areas: Server Status, Unity Bridge, MCP Client Configuration, and Script Validation.


Quick start

  1. Open Window > MCP for Unity.
  2. Click “Auto-Setup”.
  3. If prompted:
    • Select the packaged server folder (Server) if you want to run the bundled implementation.
    • Install Python and/or uv/uvx if missing so the server can be managed locally.
    • For Claude Code, ensure the claude CLI is installed.
  4. Click “Start Bridge” if the Unity Bridge shows “Stopped”.
  5. Use your MCP client (Cursor, VS Code, Windsurf, Claude Code) to connect.

Server Status

  • Status dot and label:
    • Installed / Installed (Embedded) / Not Installed.
  • Mode and ports:
    • Mode: Auto or Standard.
    • Ports: Unity (varies; shown in UI), MCP 6500.
  • Actions:
    • Auto-Setup: Registers/updates your selected MCP client(s), ensures bridge connectivity. Shows “Connected ✓” after success.
    • Rebuild MCP Server: Rebuilds the Python based MCP server
    • Select server folder…: Choose the folder containing server.py.
    • Verify again: Re-checks server presence.
    • If Python isnt detected, use “Open Install Instructions”.
  • HTTP Server Command foldout:
    • Expands to display the exact uvx command Unity will run.
    • Includes a copy button and the “Start Local HTTP Server” action so you can launch or reuse the command elsewhere.

Unity Bridge

  • Shows Running or Stopped with a status dot.
  • Start/Stop Bridge button toggles the Unity bridge process used by MCP clients to talk to Unity.
  • Tip: After Auto-Setup, the bridge may auto-start in Auto mode.

MCP Client Configuration

  • Select Client: Choose your target MCP client (e.g., Cursor, VS Code, Windsurf, Claude Code).
  • Per-client actions:
    • Cursor / VS Code / Windsurf:
      • Auto Configure: Writes/updates your config to launch the server via uvx with the current package version:
        • Command: uvx (or your overridden path)
        • Args: --from mcp-for-unity
      • Manual Setup: Opens a window with a pre-filled JSON snippet to copy/paste into your client config.
      • Choose UV Install Location: If uv/uvx isnt on PATH, select the executable.
      • A compact “Config:” line shows the resolved config file name once uv/server are detected.
    • Claude Code:
      • Register with Claude Code / Unregister MCP for Unity with Claude Code.
      • If the CLI isnt found, click “Choose Claude Install Location”.
      • The window displays the resolved Claude CLI path when detected.

Notes:

  • The UI shows a status dot and a short status text (e.g., “Configured”, “uv Not Found”, “Claude Not Found”).
  • Use “Auto Configure” for one-click setup; use “Manual Setup” when you prefer to review/copy config.

Script Validation

  • Validation Level options:
    • Basic — Only syntax checks
    • Standard — Syntax + Unity practices
    • Comprehensive — All checks + semantic analysis
    • Strict — Full semantic validation (requires Roslyn)
  • Pick a level based on your projects needs. A description is shown under the dropdown.

Troubleshooting


Tips

  • Use Cmd+Shift+M (macOS) / Ctrl+Shift+M (Windows, Linux) to toggle the MCP for Unity window.
  • Enable “Show Debug Logs” in the header for more details in the Console when diagnosing issues.