unity-mcp/TestProjects/UnityMCPTests
David Sarno c40f3d0357 feat: implement robust ComponentResolver for assembly definitions
- Replace Assembly.LoadFrom with already-loaded assembly search
- Prioritize Player assemblies over Editor assemblies using CompilationPipeline
- Support both short names and fully-qualified component names
- Add comprehensive caching and error handling with disambiguation
- Use Undo.AddComponent for proper editor integration
- Handle ReflectionTypeLoadException safely during type enumeration
- Add fallback to TypeCache for comprehensive type discovery in Editor

Fixes component resolution across custom assembly definitions and eliminates
"Could not load the file 'Assembly-CSharp-Editor'" errors.

Tested with:
- Built-in Unity components (Rigidbody, MeshRenderer, AudioSource)
- Custom user scripts in Assembly-CSharp (TicTacToe3D)
- Custom assembly definition components (TestNamespace.CustomComponent)
- Error handling for non-existent components

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-02 18:45:30 -07:00
..
Assets feat: implement robust ComponentResolver for assembly definitions 2025-09-02 18:45:30 -07:00
Packages Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
ProjectSettings Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
.gitignore Set up Unit tests (#220) 2025-08-15 21:24:55 -04:00