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Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243)
* CI: gate desktop-parity on Anthropic key; pass anthropic_api_key like NL suite

* Add quickprobe prompt and CI workflow (mcp-quickprobe.md, unity-mcp-quickprobe.yml)

* strictier tool use to prevent subagent spawning and force mcp tools

* update workflow filesto reduce likelihood of subagent spawning

* improve permissions for claude agent, fix mcpbridge timeout/token issue

* increase max turns to 10

* ci: align NL suite to new permissions schema; prevent subagent drift

* ci: NL suite -> mini prompt for e2e; add full NL/T prompt; server: ctx optional + project_root fallback; workflows: set UNITY_PROJECT_ROOT for CI

* ci: add checks:write; revert local project hardcodes (manifest, ProjectVersion.txt)

* tools: text-edit routing fixes (anchor_insert via text, CRLF calc); prompts: mini NL/T clarifications

* ci: use absolute UNITY_PROJECT_ROOT; prompts target TestProjects; server: accept relative UNITY_PROJECT_ROOT and bare spec URI

* ci: ignore Unity test project's packages-lock.json; remove from repo to avoid absolute paths

* CI: start persistent Unity Editor for MCP (guarded by license) + allow batch-mode bridge via UNITY_MCP_ALLOW_BATCH

* CI: hide license and pass via env to docker; fix invalid ref format

* CI: readiness probe uses handshake on Unity MCP port (deterministic)

* CI: fix YAML; use TCP handshake readiness probe (FRAMING=1)

* CI: prime Unity license via game-ci; mount ULF into container; extend readiness timeout

* CI: use ULF write + mount for Unity licensing; remove serial/email/pass from container

* CI: entitlement activation (UNITY_SERIAL=''); verify host ULF cache; keep mount

* CI: write ULF from secret and verify; drop entitlement activation step

* CI: detect any licensing path; GameCI prime; status dir env; log+probe readiness; fix YAML

* CI: add GameCI license prime; conditional ULF write; one-shot license validation; explicit status dir + license env

* CI: fix YAML (inline python), add Anthropic key detect via GITHUB_ENV; ready to run happy path

* CI: mount Unity token/ulf/cache dirs into container to share host license; create dirs before start

* CI: fix YAML indentation; write ULF on host; activate in container with shared mounts; mount .config and .cache too

* CI: gate Claude via outputs; mount all Unity license dirs; fix inline probe python; stabilize licensing flow

* CI: normalize detect to step outputs; ensure license dirs mounted and validated; fix indentation

* Bridge: honor UNITY_MCP_STATUS_DIR for heartbeat/status file (CI-friendly)

* CI: guard project path for activation/start; align tool allowlist; run MCP server with python; tighten secret scoping

* CI: finalize Unity licensing mounts + status dir; mode-detect (ULF/EBL); readiness logs+probe; Claude gating via outputs

* CI: fix YAML probe (inline python -c) and finalize happy-path Unity licensing and MCP/Claude wiring

* CI: inline python probe; unify Unity image and cache mounts; ready to test

* CI: fix docker run IMAGE placement; ignore cache find perms; keep same editor image

* CI: pass -manualLicenseFile to persistent Editor; keep mounts and single image

* CI: mount full GameCI cache to /root in persistent Unity; set HOME=/root; add optional license check

* CI: make -manualLicenseFile conditional; keep full /root mount and license check

* CI: set HOME=/github/home; mount GameCI cache there; adjust manualLicenseFile path; expand license check

* CI: EBL sign-in for persistent Unity (email/password/serial); revert HOME=/root and full /root mount; keep conditional manualLicenseFile and improved readiness

* CI: run full NL/T suite prompt (nl-unity-suite-full.md) instead of mini

* NL/T: require unified diffs + explicit verdicts in JUnit; CI: remove short sanity step, publish JUnit, upload artifacts

* NL/T prompt: require CDATA wrapping for JUnit XML fields; guidance for splitting embedded ]]>; keep VERDICT in CDATA only

* CI: remove in-container license check step; keep readiness and full suite

* NL/T prompt: add version header, stricter JUnit schema, hashing/normalization, anchors, statuses, atomic semantics, tool logging

* CI: increase Claude NL/T suite timeout to 30 minutes

* CI: pre-create reports dir and result files to avoid tool approval prompts

* CI: skip wait if container not running; skip Editor start if project missing; broaden MCP deps detection; expand allowed tools

* fixies to harden ManageScript

* CI: sanitize NL/T markdown report to avoid NUL/encoding issues

* revert breaking yyaml changes

* CI: prime license, robust Unity start/wait, sanitize markdown via heredoc

* Resolve merge: accept upstream renames/installer (fix/installer-cleanup-v2) and keep local framing/script-editing

- Restored upstream server.py, EditorWindow, uv.lock\n- Preserved ManageScript editing/validation; switched to atomic write + debounced refresh\n- Updated tools/__init__.py to keep script_edits/resources and adopt new logger name\n- All Python tests via uv: 7 passed, 6 skipped, 9 xpassed; Unity compile OK

* Fix Claude Desktop config path and atomic write issues

- Fix macOS path for Claude Desktop config: use ~/Library/Application Support/Claude/ instead of ~/.config/Claude/
- Improve atomic write pattern with backup/restore safety
- Replace File.Replace() with File.Move() for better macOS compatibility
- Add proper error handling and cleanup for file operations
- Resolves issue where installer couldn't find Claude Desktop config on macOS

* Editor: use macConfigPath on macOS for MCP client config writes (Claude Desktop, etc.). Fallback to linuxConfigPath only if mac path missing.

* Models: add macConfigPath to McpClient for macOS config path selection (fixes CS1061 in editor window).

* Editor: on macOS, prefer macConfigPath in ManualConfigEditorWindow (fallback to linux path); Linux/Windows unchanged.

* Fix McpClient: align with upstream/main, prep for framing split

* NL suite: shard workflow; tighten bridge readiness; add MCP preflight; use env-based shard vars

* NL suite: fix shard step indentation; move shard vars to env; remove invalid inputs

* MCP clients: split VSCode Copilot config paths into macConfigPath and linuxConfigPath

* Unity bridge: clean stale status; bind host; robust wait probe with IPv4/IPv6 + diagnostics

* CI: use MCPForUnity.Editor.MCPForUnityBridge.StartAutoConnect as executeMethod

* Action wiring: inline mcpServers in settings for all shards; remove redundant .claude/mcp.json step

* CI: embed mcpServers in settings for all shards; fix startup sanity step; lint clean

* CI: pin claude-code-base-action to e6f32c8; use claude_args --mcp-config; switch to allowed_tools; ensure MCP config per step

* CI: unpin claude-code-base-action to @beta (commit ref not found)

* CI: align with claude-code-base-action @beta; pass MCP via claude_args and allowedTools

* Editor: Fix apply_text_edits heuristic when edits shift positions; recompute method span on candidate text with fallback delta adjustment

* CI: unify MCP wiring across workflows; write .claude/mcp.json; switch to claude_args with --mcp-config/--allowedTools; remove unsupported inputs

* CI: collapse NL suite shards into a single run to avoid repeated test execution

* CI: minimize allowedTools for NL suite to essential Unity MCP + Bash("git:*") + Write

* CI: mkdir -p reports before run; remove unsupported --timeout-minutes from claude_args

* CI: broaden allowedTools to include find_in_file and mcp__unity__*

* CI: enable use_node_cache and switch NL suite model to claude-3-7-haiku-20250219

* CI: disable use_node_cache to avoid setup-node lockfile error

* CI: set NL suite model to claude-3-haiku-20240307

* CI: cap Haiku output with --max-tokens 2048 for NL suite

* CI: switch to claude-3-7-sonnet-latest and remove unsupported --max-tokens

* CI: update allowedTools to Bash(*) and explicit Unity MCP tool list

* CI: update NL suite workflow (latest tweaks)

* Tests: tighten NL suite prompt for logging, hash discipline, stale retry, evidence windows, diff cap, and VERDICT line

* Add disallowed tools to NL suite workflow

* docs: clarify stale write retry

* Add fallback JUnit report and adjust publisher

* Indent fallback JUnit XML in workflow

* fix: correct fallback JUnit report generation

* Update mcp-quickprobe.md

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* Update mcp-quickprobe.md

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* Update Response.cs

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* Update MCPForUnityBridge.cs

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* fix: correct McpTypes reference

* Add directory existence checks for symlink and XDG paths

* fix: only set installation flag after successful server install

* Update resource_tools.py

Co-authored-by: greptile-apps[bot] <165735046+greptile-apps[bot]@users.noreply.github.com>

* fix: respect mac config paths

* Use File.Replace for atomic config write

* Remove unused imports in manage_script

* bump server version

* Tests: update NL suite prompt and workflows; remove deprecated smoke/desktop-parity; quickprobe tidy

* Editor: atomic config write via File.Replace fallback; remove redundant backups and racey exists checks

* CI: harden NL suite - idempotent docker, gate on unity_ok, safer port probe, least-priv perms

* Editor: make atomic config write restoration safe (flag writeDone; copy-overwrite restore; cleanup in finally)

* CI: fix fallback JUnit heredoc by using printf lines (no EOF delimiter issues)

* CI: switch NL suite to mini prompt; mini prompt honors / and NL discipline

* CI: replace claude_args with allowed_tools/model/mcp_config per action schema

* CI: expand UNITY_PROJECT_ROOT via  in MCP config heredoc

* EditorWindow: add cross-platform fallback for File.Replace; macOS-insensitive PathsEqual; safer uv resolve; honor macConfigPath

* CI: strengthen JUnit publishing for NL mini suite (normalize, debug list, publish both, fail_on_parse_error)

* CI: set job-wide JUNIT_OUT/MD_OUT; normalization uses env; publish references env and ungroup reports

* CI: publish a single normalized JUnit (reports/junit-for-actions.xml); fallback writes same; avoid checkName/reportPaths mismatch

* CI: align mini prompt report filenames; redact Unity log tail in diagnostics

* chore: sync workflow and mini prompt; redacted logs; JUnit normalization/publish tweaks

* CI: redact sensitive tokens in Stop Unity; docs: CI usage + edit tools

* prompts: update nl-unity-suite-full (mini-style setup + reporting discipline); remove obsolete prompts

* CI: harden NL workflows (timeout_minutes, robust normalization); prompts: unify JUnit suite name and reporting discipline

* prompts: add guarded write pattern (LF hash, stale_file retry) to full suite

* prompts: enforce continue-on-failure, driver flow, and status handling in full suite

* Make test list more explicit in prompt. Get rid of old test prompts for hygeine.

* prompts: add stale fast-retry (server hash) + in-memory buf guidance

* CI: standardize JUNIT_OUT to reports/junit-nl-suite.xml; fix artifact upload indentation; prompt copy cleanups

* prompts: reporting discipline — append-only fragments, batch writes, no model round-trip

* prompts: stale fast-retry preference, buffer/sha carry, snapshot revert, essential logging

* workflows(nl-suite): precreate report skeletons, assemble junit, synthesize markdown; restrict allowed_tools to append-only Bash + MCP tools

* thsis too

* Update README-DEV.md

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* Update .github/workflows/claude-nl-suite-mini.yml

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* Update .github/workflows/claude-nl-suite.yml

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* workflows(nl-mini): fix YAML indentation/trailing spaces under with: and cleanup heredoc spacing

* workflows(nl-suite): fix indentation on docker logs redaction line (YAML lint)

* Add write to allowlist

* nl-suite: harden reporting discipline (fragment-only writes, forbid alt paths); workflow: clean stray junit-*updated*.xml

* nl-suite: enforce end-of-suite single Write (no bash redirection); workflow: restrict allowed_tools to Write+MCP only

* prompts(nl-full): end-of-suite results must be valid XML with single <cases> root and only <testcase> children; no raw text outside CDATA

* workflows(nl-suite): make Claude step non-fatal; tolerant normalizer extracts <testcase> via regex on bad fragments

* nl-suite: fix stale classname to UnityMCP.NL-T in mini fallback; prompt: require re-read after every revert; correct PLAN/PROGRESS to 15

* nl-suite: fix fallback JUnit classname to UnityMCP.NL-T; prompt: forbid create_script and env/mkdir checks, enforce single baseline-byte revert flow and post-revert re-read; add corruption-handling guidance

* prompts(nl-full): after each write re-read raw bytes to refresh pre_sha; prefer script_apply_edits for anchors; avoid header/using changes

* prompts(nl-full): canonicalize outputs to /; allow small fragment appends via Write or Bash(printf/echo); forbid wrappers and full-file round-trips

* prompts(nl-full): finalize markdown formatting for guarded write, execution order, specs, status

* workflows(nl-suite, mini): header/lint fixes and constrained Bash append path; align allowed_tools

* prompts(nl-full): format Fast Restore, Guarded Write, Execution, Specs, Status as proper markdown lists and code fences

* workflows(nl-suite): keep header tidy and append-path alignment with prompt

* minor fix

* workflows(nl-suite): fix indentation and dispatch; align allowed_tools and revert helper

* prompts(nl-full): switch to read_resource for buf/sha; re-read only when needed; convert 'Print this once' to heading; note snapshot helper creates parent dirs

* workflows(nl-suite): normalize step removes bootstrap when real testcases present; recompute tests/failures

* workflows(nl-suite): enrich Markdown summary by extracting per-test <system-out> blocks (truncated)

* clarify prompt resilience instructions

* ci(nl-suite): revert prompt and workflow to known-good e0f8a72 for green run; remove extra MD details

* ci(nl-suite): minimal fixes — no-mkdir guard in prompt; drop bootstrap and recompute JUnit counts

* ci(nl-suite): richer JUnit→Markdown report (per-test system-out)

* Small guard to incorret asset read call.

* ci(nl-suite): refine MD builder — unescape XML entities, safe code fences, PASS/FAIL badges

* Update UnityMcpBridge/UnityMcpServer~/src/tools/resource_tools.py

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* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* Update .github/scripts/mark_skipped.py

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* Update .github/scripts/mark_skipped.py

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* Update .github/scripts/mark_skipped.py

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* server(manage_script): robust URI handling — percent-decode file://, normalize, strip host/leading slashes, return Assets-relative if present

* Update .claude/prompts/nl-unity-suite-full.md

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* tests(framing): reduce handshake poll window, nonblocking peek to avoid disconnect race; still enforce pre-handshake data drop

* tests(manage_script): add _split_uri tests for unity://path, file:// URLs (decoded/Assets-relative), and plain paths

* server+tests: fix handshake syntax error; robust file:// URI normalization in manage_script; add _split_uri tests; adjust stdout scan to ignore venv/site-packages

* bridge(framing): accept zero-length frames (treat as empty keepalive)

* tests(logging): use errors='replace' on decode fallback to avoid silent drops

* resources(list): restrict to Assets/, resolve symlinks, enforce .cs; add traversal/outside-path tests

* Update .claude/prompts/nl-unity-suite-full.md

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* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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* misc: framing keepalive (zero-length), regex preview consistency, resource.list hardening, URI parsing, legacy update routing, test cleanups

* docs(tools): richer MCP tool descriptions; tests accept decorator kwargs; resource URI parsing hardened

* Update .claude/prompts/nl-unity-suite-full.md

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* Update UnityMcpBridge/UnityMcpServer~/src/tools/resource_tools.py

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* Update UnityMcpBridge/UnityMcpServer~/src/unity_connection.py

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* net+docs: hard-reject zero-length frames; TCP_NODELAY on connect; Assets detection case-insensitive; NL prompt statuses aligned

* prompt(nl-suite): constrain Write destinations under reports/, forbid traversal

* prompt+net: harden Write path rules; use monotonic deadline and plain-text advisory for non-framed peers

* unity_connection: restore recv timeout via try/finally; make global connection getter thread-safe with module lock and double-checked init

* NL/T prompt: pin structured edit ops for T-D/T-E; add schema-error guarded write behavior; keep existing path/URI and revert rules

* unity_connection: add FRAMED_MAX; use ValueError for framed length violations; lower framed receive log to debug; serialize connect() with per-instance lock

* ManageScript: use UTF8Encoding(without BOM) for atomic writes in ApplyTextEdits/EditScript to align with Create/Update and avoid BOM-related diffs/hash mismatches

* NL/T prompt: make helper deletion regex multiline-safe ((?ms) so ^ anchors line starts)

* ManageScript: emit structured overlap status {status:"overlap"} for overlapping edit ranges in apply_text_edits and edit paths

* NL/T prompt: clarify fallback vs failure — fallback only for unsupported/missing_field; treat bad_request as failure; note unsupported after fallback as failure

* NL/T prompt: pin deterministic overlap probe (apply_text_edits two ranges from same snapshot); gate too_large behind RUN_TOO_LARGE env hint

* TB update

* NL/T prompt: harden Output Rules — constrain Bash(printf|echo) to stdout-only; forbid redirection/here-docs/tee; only scripts/nlt-revert.sh may mutate FS

* Prompt: enumerate allowed script_apply_edits ops; add manage_editor/read_console guidance; fix T‑F atomic batch to single script_apply_edits. ManageScript: regex timeout for diagnostics; symlink ancestor guard; complete allowed-modes list.

* Fixes

* ManageScript: add rich overlap diagnostics (conflicts + hint) for both text range and structured batch paths

* ManageScript: return structured {status:"validation_failed"} diagnostics in create/update/edits and validate before commit

* ManageScript: echo canonical uri in responses (create/read/update/apply_text_edits/structured edits) to reinforce resource identity

* improve clarity of capabilities message

* Framing: allow zero-length frames on both ends (C# bridge, Python server). Prompt: harden T-F to single text-range apply_text_edits batch (descending order, one snapshot). URI: normalize file:// outside Assets by stripping leading slash.

* ManageScript: include new sha256 in success payload for apply_text_edits; harden TryResolveUnderAssets by rejecting symlinked ancestors up to Assets/.

* remove claudetest dir

* manage_script_edits: normalize method-anchored anchor_insert to insert_method (map text->replacement); improves CI compatibility for T‑A/T‑E without changing Editor behavior.

* tighten testing protocol around mkdir

* manage_script: validate create_script inputs (Assets/.cs/name/no traversal); add Assets/ guard to delete_script; validate level+Assets in validate_script; make legacy manage_script optional params; harden legacy update routing with base64 reuse and payload size preflight.

* Tighten prompt for testing

* Update .claude/prompts/nl-unity-suite-full.md

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* Update UnityMcpBridge/Editor/Tools/ManageScript.cs

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* manage_script_edits: honor ignore_case on anchor_insert and regex_replace in both direct and text-conversion paths (MULTILINE|IGNORECASE).

* remove extra file

* workflow: use python3 for inline scripts and port detection on ubuntu-latest.

* Tighten prompt + manage_script

* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* Update UnityMcpBridge/UnityMcpServer~/src/tools/manage_script_edits.py

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* manage_script: improve file:// UNC handling; preserve POSIX absolute semantics internally; keep test-expected slash stripping for non-Assets paths.

* ManageScript.cs: add TimeSpan timeouts to all Regex uses (IsMatch/Match/new Regex) and keep CultureInvariant/Multiline options; reduces risk of catastrophic backtracking stalls.

* workflow: ensure reports/ exists in markdown build step to avoid FileNotFoundError when writing MD_OUT.

* fix brace

* manage_script_edits: expand  backrefs for regex_replace in preview->text conversion and translate  to \g<n> in local apply; keeps previews and actual edits consistent.

* anchor_insert: default to position=after, normalize surrounding newlines in Python conversion paths; C# path ensures trailing newline and skips duplicate insertion within class.

* feat(mcp): add get_sha tool; apply_text_edits normalization+overlap preflight+strict; no-op evidence in C#; update NL suite prompt; add unit tests

* feat(frames): accept zero-length heartbeat frames in client; add heartbeat test

* feat(edits): guard destructive regex_replace with structural preflight; add robust tests; prompt uses delete_method for temp helper

* feat(frames): bound heartbeat loop with timeout/threshold; align zero-length response with C#; update test

* SDK hardening: atomic multi-span text edits; stop forcing sequential for structured ops; forward options on apply_text_edits; add validate=relaxed support and scoped checks; update NL/T prompt; add tests for options forwarding, relaxed mode, and atomic batches

* Router: default applyMode=atomic for multi-span apply_text_edits; add tests

* CI prompt: pass options.validate=relaxed for T-B/C; options.applyMode=atomic for T-F; emphasize always writing testcase and restoring on errors

* Validation & DX: add validate=syntax (scoped), standardize evidence windows; early regex compile with hints; debug_preview for apply_text_edits

* Update UnityMcpBridge/Editor/Windows/MCPForUnityEditorWindow.cs

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* NL/T suite-driven edits: LongUnityScriptClaudeTest, bridge helpers, server_version; prepare framing tests

* Fix duplicate macConfigPath field in McpClient to resolve CS0102

* Editor threading: run EnsureServerInstalled on main thread; marshal EditorPrefs/DeleteKey + logging via delayCall

* Docs(apply_text_edits): strengthen guidance on 1-based positions, verify-before-edit, and recommend anchors/structured edits

* Docs(script_apply_edits): add safety guidance (anchors, method ops, validators) and recommended practices

* Framed VerifyBridgePing in editor window; docs hardening for apply_text_edits and script_apply_edits

---------

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2025-08-30 09:55:38 -07:00
.claude/prompts Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
.github Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
TestProjects/UnityMCPTests Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
UnityMcpBridge Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
tests Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
.gitignore Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
CursorHelp.md Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225) 2025-08-20 15:59:49 -04:00
LICENSE chore: update package metadata and license to CoplayDev organization 2025-08-08 15:54:43 -04:00
README-DEV.md Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
README.md Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
deploy-dev.bat Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225) 2025-08-20 15:59:49 -04:00
logo.png docs: add Coplay sponsorship and logo to README 2025-08-06 20:59:02 -04:00
mcp_source.py Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00
restore-dev.bat Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225) 2025-08-20 15:59:49 -04:00
test_unity_socket_framing.py Claude‑friendly edit tools + framed transport + live Unity NL test framework (#243) 2025-08-30 09:55:38 -07:00

README.md

MCP for Unity

Proudly sponsored and maintained by Coplay, the AI assistant for Unity. Read the backstory here.

Discord python GitHub commit activity GitHub Issues or Pull Requests

Create your Unity apps with LLMs!

MCP for Unity acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local MCP (Model Context Protocol) Client. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.

💬 Join Our Community

Discord

Get help, share ideas, and collaborate with other MCP for Unity developers!


Key Features 🚀

  • 🗣️ Natural Language Control: Instruct your LLM to perform Unity tasks.
  • 🛠️ Powerful Tools: Manage assets, scenes, materials, scripts, and editor functions.
  • 🤖 Automation: Automate repetitive Unity workflows.
  • 🧩 Extensible: Designed to work with various MCP Clients.
Available Tools

Your LLM can use functions like:

  • read_console: Gets messages from or clears the console.
  • manage_script: Manages C# scripts (create, read, update, delete).
  • manage_editor: Controls and queries the editor's state and settings.
  • manage_scene: Manages scenes (load, save, create, get hierarchy, etc.).
  • manage_asset: Performs asset operations (import, create, modify, delete, etc.).
  • manage_shader: Performs shader CRUD operations (create, read, modify, delete).
  • manage_gameobject: Manages GameObjects: create, modify, delete, find, and component operations.
  • execute_menu_item: Executes a menu item via its path (e.g., "File/Save Project").
  • apply_text_edits: Precise text edits with precondition hashes and atomic multi-edit batches.
  • script_apply_edits: Structured C# method/class edits (insert/replace/delete) with safer boundaries.
  • validate_script: Fast validation (basic/standard) to catch syntax/structure issues before/after writes.

How It Works 🤔

MCP for Unity connects your tools using two components:

  1. MCP for Unity Bridge: A Unity package running inside the Editor. (Installed via Package Manager).
  2. MCP for Unity Server: A Python server that runs locally, communicating between the Unity Bridge and your MCP Client. (Installed automatically by the package on first run or via Auto-Setup; manual setup is available as a fallback).

Flow: [Your LLM via MCP Client] <-> [MCP for Unity Server (Python)] <-> [MCP for Unity Bridge (Unity Editor)]


Installation ⚙️

Note: The setup is constantly improving as we update the package. Check back if you randomly start to run into issues.

Prerequisites

  • Python: Version 3.12 or newer. Download Python

  • Unity Hub & Editor: Version 2021.3 LTS or newer. Download Unity

  • uv (Python package manager):

    pip install uv
    # Or see: https://docs.astral.sh/uv/getting-started/installation/
    
  • An MCP Client:

  • [Optional] Roslyn for Advanced Script Validation

    For Strict validation level that catches undefined namespaces, types, and methods:

    Method 1: NuGet for Unity (Recommended)

    1. Install NuGetForUnity
    2. Go to Window > NuGet Package Manager
    3. Search for Microsoft.CodeAnalysis.CSharp and install the package
    4. Go to Player Settings > Scripting Define Symbols
    5. Add USE_ROSLYN
    6. Restart Unity

    Method 2: Manual DLL Installation

    1. Download Microsoft.CodeAnalysis.CSharp.dll and dependencies from NuGet
    2. Place DLLs in Assets/Plugins/ folder
    3. Ensure .NET compatibility settings are correct
    4. Add USE_ROSLYN to Scripting Define Symbols
    5. Restart Unity

    Note: Without Roslyn, script validation falls back to basic structural checks. Roslyn enables full C# compiler diagnostics with precise error reporting.

🌟Step 1: Install the Unity Package🌟

To install via Git URL

  1. Open your Unity project.
  2. Go to Window > Package Manager.
  3. Click + -> Add package from git URL....
  4. Enter:
    https://github.com/CoplayDev/unity-mcp.git?path=/UnityMcpBridge
    
  5. Click Add.
  6. The MCP server is installed automatically by the package on first run or via Auto-Setup. If that fails, use Manual Configuration (below).

To install via OpenUPM

  1. Instal the OpenUPM CLI
  2. Open a terminal (PowerShell, Terminal, etc.) and navigate to your Unity project directory
  3. Run openupm add com.coplaydev.unity-mcp

Note: If you installed the MCP Server before Coplay's maintenance, you will need to uninstall the old package before re-installing the new one.

Step 2: Configure Your MCP Client

Connect your MCP Client (Claude, Cursor, etc.) to the Python server set up in Step 1 (auto) or via Manual Configuration (below).

MCPForUnity-Readme-Image

Option A: Auto-Setup (Recommended for Claude/Cursor/VSC Copilot)

  1. In Unity, go to Window > MCP for Unity.
  2. Click Auto-Setup.
  3. Look for a green status indicator 🟢 and "Connected ✓". (This attempts to modify the MCP Client's config file automatically).
Client-specific troubleshooting
  • VSCode: uses Code/User/mcp.json with top-level servers.unityMCP and "type": "stdio". On Windows, MCP for Unity writes an absolute uv.exe (prefers WinGet Links shim) to avoid PATH issues.
  • Cursor / Windsurf (help link): if uv is missing, the MCP for Unity window shows "uv Not Found" with a quick [HELP] link and a "Choose uv Install Location" button.
  • Claude Code (help link): if claude isn't found, the window shows "Claude Not Found" with [HELP] and a "Choose Claude Location" button. Unregister now updates the UI immediately.

Option B: Manual Configuration

If Auto-Setup fails or you use a different client:

  1. Find your MCP Client's configuration file. (Check client documentation).
    • Claude Example (macOS): ~/Library/Application Support/Claude/claude_desktop_config.json
    • Claude Example (Windows): %APPDATA%\Claude\claude_desktop_config.json
  2. Edit the file to add/update the mcpServers section, using the exact paths from Step 1.
Click for Client-Specific JSON Configuration Snippets...

VSCode (all OS)

{
  "servers": {
    "unityMCP": {
      "command": "uv",
      "args": ["--directory","<ABSOLUTE_PATH_TO>/UnityMcpServer/src","run","server.py"],
      "type": "stdio"
    }
  }
}

On Windows, set command to the absolute shim, e.g. C:\\Users\\YOU\\AppData\\Local\\Microsoft\\WinGet\\Links\\uv.exe.

Windows:

{
  "mcpServers": {
    "UnityMCP": {
      "command": "uv",
      "args": [
        "run",
        "--directory",
        "C:\\Users\\YOUR_USERNAME\\AppData\\Local\\Programs\\UnityMCP\\UnityMcpServer\\src",
        "server.py"
      ]
    }
    // ... other servers might be here ...
  }
}

(Remember to replace YOUR_USERNAME and use double backslashes \)

macOS:

{
  "mcpServers": {
    "UnityMCP": {
      "command": "uv",
      "args": [
        "run",
        "--directory",
        "/usr/local/bin/UnityMCP/UnityMcpServer/src",
        "server.py"
      ]
    }
    // ... other servers might be here ...
  }
}

(Replace YOUR_USERNAME if using ~/bin)

Linux:

{
  "mcpServers": {
    "UnityMCP": {
      "command": "uv",
      "args": [
        "run",
        "--directory",
        "/home/YOUR_USERNAME/bin/UnityMCP/UnityMcpServer/src",
        "server.py"
      ]
    }
    // ... other servers might be here ...
  }
}

(Replace YOUR_USERNAME)

For Claude Code

If you're using Claude Code, you can register the MCP server using these commands:

macOS:

claude mcp add UnityMCP -- uv --directory /[PATH_TO]/UnityMCP/UnityMcpServer/src run server.py

Windows:

claude mcp add UnityMCP -- "C:/Users/USERNAME/AppData/Roaming/Python/Python313/Scripts/uv.exe" --directory "C:/Users/USERNAME/AppData/Local/Programs/UnityMCP/UnityMcpServer/src" run server.py

Usage ▶️

  1. Open your Unity Project. The MCP for Unity package should connect automatically. Check status via Window > MCP for Unity.

  2. Start your MCP Client (Claude, Cursor, etc.). It should automatically launch the MCP for Unity Server (Python) using the configuration from Installation Step 2.

  3. Interact! Unity tools should now be available in your MCP Client.

    Example Prompt: Create a 3D player controller, Create a yellow and bridge sun, Create a cool shader and apply it on a cube.


Future Dev Plans (Besides PR) 📝

🔴 High Priority

  • Asset Generation Improvements - Enhanced server request handling and asset pipeline optimization
  • Code Generation Enhancements - Improved generated code quality and error handling
  • Robust Error Handling - Comprehensive error messages, recovery mechanisms, and graceful degradation
  • Remote Connection Support - Enable seamless remote connection between Unity host and MCP server
  • Documentation Expansion - Complete tutorials for custom tool creation and API reference

🟡 Medium Priority

  • Custom Tool Creation GUI - Visual interface for users to create and configure their own MCP tools
  • Advanced Logging System - Logging with filtering, export, and debugging capabilities

🟢 Low Priority

  • Mobile Platform Support - Extended toolset for mobile development workflows and platform-specific features
  • Easier Tool Setup
  • Plugin Marketplace - Community-driven tool sharing and distribution platform
Completed Features
  • Shader Generation - Generate shaders using CGProgram template
  • Advanced Script Validation - Multi-level validation with semantic analysis, namespace/type checking, and Unity best practices (Will need Roslyn Installed, see Prerequisite).

🔬 Research & Exploration

  • AI-Powered Asset Generation - Integration with AI tools for automatic 3D models, textures, and animations
  • Real-time Collaboration - Live editing sessions between multiple developers (Currently in progress)
  • Analytics Dashboard - Usage analytics, project insights, and performance metrics
  • Voice Commands - Voice-controlled Unity operations for accessibility
  • AR/VR Tool Integration - Extended support for immersive development workflows

For Developers 🛠️

Development Tools

If you're contributing to MCP for Unity or want to test core changes, we have development tools to streamline your workflow:

  • Development Deployment Scripts: Quickly deploy and test your changes to MCP for Unity Bridge and Python Server
  • Automatic Backup System: Safe testing with easy rollback capabilities
  • Hot Reload Workflow: Fast iteration cycle for core development
  • More coming!

📖 See README-DEV.md for complete development setup and workflow documentation.

Contributing 🤝

Help make MCP for Unity better!

  1. Fork the main repository.

  2. Create a branch (feature/your-idea or bugfix/your-fix).

  3. Make changes.

  4. Commit (feat: Add cool new feature).

  5. Push your branch.

  6. Open a Pull Request against the main branch.


Troubleshooting

Click to view common issues and fixes...
  • Unity Bridge Not Running/Connecting:
    • Ensure Unity Editor is open.
    • Check the status window: Window > MCP for Unity.
    • Restart Unity.
  • MCP Client Not Connecting / Server Not Starting:
    • Verify Server Path: Double-check the --directory path in your MCP Client's JSON config. It must exactly match the location where you cloned the UnityMCP repository in Installation Step 1 (e.g., .../Programs/UnityMCP/UnityMcpServer/src).
    • Verify uv: Make sure uv is installed and working (pip show uv).
    • Run Manually: Try running the server directly from the terminal to see errors: # Navigate to the src directory first! cd /path/to/your/UnityMCP/UnityMcpServer/src uv run server.py
    • Permissions (macOS/Linux): If you installed the server in a system location like /usr/local/bin, ensure the user running the MCP client has permission to execute uv and access files there. Installing in ~/bin might be easier.
  • Auto-Configure Failed:
    • Use the Manual Configuration steps. Auto-configure might lack permissions to write to the MCP client's config file.

Still stuck? Open an Issue or Join the Discord!


License 📜

MIT License. See LICENSE file.


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