The converter was declared public with a default constructor, so generic
Newtonsoft scanners (e.g. jillejr's newtonsoft-json-for-unity converters)
could pick it up and bind it into JsonConvert.DefaultSettings. Once
attached globally, any unrelated project code serializing a struct or
class containing a UnityEngine.Object reference would silently get an
asset path string back instead of the expected object JSON — purely from
having MCP for Unity installed.
Make the converter internal and expose Runtime internals to the Editor
and test assemblies via a Runtime AssemblyInfo so existing internal
consumers (UnityJsonSerializer, GameObjectSerializer) keep compiling.
Addresses review feedback on the Unity 6.5 GetInstanceID migration:
- UnityObjectIdCompatExtensions: drop the reflective method lookup in
favor of a simple #if UNITY_6000_5_OR_NEWER / #else split calling
GetEntityId() or GetInstanceID() directly. Also wrap the class in
the MCPForUnity.Runtime.Helpers namespace.
- UnityTypeConverters: remove the reflective EntityIdToObject probe and
call EditorUtility.EntityIdToObject(EntityId) directly under the same
version gate. Serialize entityID as EntityId.ToULong() rather than
ToString(), since Unity's docs explicitly warn that the textual form
is not a stable serialization contract.
- Drop #pragma warning disable 0619 from 22 files that no longer make
any direct calls to obsolete APIs. The remaining 7 files still need
it (FindObjectsOfType, InstanceIDToObject fallback) and are left as-is
— those deprecations are out of scope for this PR.
- Add the MCPForUnity.Runtime.Helpers using to every file that calls
GetInstanceIDCompat() now that the extension method lives in a
namespace.
Keep instanceID in outgoing payloads for wire compatibility, add entityID on newer Unity, continue fallback resolution when entityID lookup fails, and make reflective entity resolution exception-safe.
Replace direct GetInstanceID calls with a compatibility helper and update serialization to handle EntityId-era identifiers, so the package compiles on Unity 6.5 while preserving behavior on older versions.
Suppress the transitional CS0619 cast warning when serializing GetEntityId so projects with warnings-as-errors can compile while keeping backward-compatible instanceID payloads.
* Initial update
* Update with docs and fix
* Update on Skybox
* Bug fix and compatability issue
* Update
* Resolve EntityIdToInstance and InstanceIdToObject conflict
* update to revert the changes
Seems EntityId is implicitly casted to Int so no need to prevent it.
* Animation First PR
* Update ClipPresets to take account of local offset
* Update MCPForUnity/Editor/Tools/Animation/ClipCreate.cs
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Update for AI fix
* Temp Update
* update
* update
* update
* Initial update
* Delete 2026-02-09-implement-the-following-plan.txt
* update
* Remove scene generator, 3D gen, and unrelated files from PR
Remove files that don't belong in this camera/screenshot PR:
- Scene generator pipeline (Server/src/scene_generator/*)
- Manage3DGen tool (C# + Python)
- Generated test scripts (TestProjects/*/Scripts/*)
- Root-level docs and scripts (ProposedTable.md, system-prompt.md, start-scene-builder.*)
- Revert MCPForUnity.Editor.asmdef and CLAUDE.md to beta
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Remove ObjectTransformHistory from PR
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
* Update pyproject.toml
* Update MCPForUnity/Editor/Tools/GameObjects/GameObjectLookAt.cs
Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
* Update Server/src/services/tools/manage_scene.py
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* update based on ai feedback
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com>
- UnityTypeConverters.cs referenced McpLog (Editor-only) from Runtime asmdef
- This caused CS0103 build errors in player builds
- Replaced with UnityEngine.Debug.LogWarning for runtime compatibility
Also cleaned up test file:
- Removed stale NL test artifacts (Build marker, Tail test comments)
- Removed unused local functions causing CS8321 warnings
* Remove stray .meta file
* Add a new project that will do asset uploads
* Add asset store uploader
* refactor: Replace Debug.Log calls with McpLog helper across codebase
Standardize logging by replacing direct Debug.Log/LogWarning/LogError calls
with McpLog.Info/Warn/Error throughout helper classes and client registry.
Affected files:
- McpClientRegistry.cs
- GameObjectLookup.cs
- GameObjectSerializer.cs
- MaterialOps.cs
- McpConfigurationHelper.cs
- ObjectResolver.cs
- PropertyConversion.cs
- UnityJsonSerializer.cs
- UnityTypeResolver.cs
* feat: Add Asset Store release preparation script
Add prepare_unity_asset_store_release.py tool to automate Asset Store packaging:
- Stages temporary copy of MCPForUnity with Asset Store-specific edits
- Removes auto-popup setup window ([InitializeOnLoad] attribute)
- Renames menu entry to "Local Setup Window" for clarity
- Sets default HTTP base URL to hosted endpoint
- Defaults transport to HTTPRemote instead of HTTPLocal
- Supports dry-run mode and optional backup of existing Assets/MCPForUnity
* Show gif of MCP for Unity in Action
* Add shield with asset store link
* Update README to have asset store page unders installation section
* 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
* 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>
* Copy UnityMcpBridge into a new MCPForUnity folder
This is to close#284
* refactor: rename UnityMcpBridge directory to MCPForUnity in docs
* chore: rename UnityMcpBridge directory to MCPForUnity across workflow files
* chore: rename UnityMcpBridge directory to MCPForUnity across all files
* refactor: update import paths from UnityMcpBridge to MCPForUnity across test files
* fix: update module import paths to use MCPForUnity instead of UnityMcpBridge
* chore: update unity-mcp package path to MCPForUnity directory
* feat: add OneTimeSetUp to initialize CommandRegistry before tests run
Hopefully fix the CI failures
* Apply recent fix to new folder
* Temporarily trigger tests to see if CI works
* Revert "Temporarily trigger tests to see if CI works"
It works!
This reverts commit 8c6eaaad07545cef047769f2c52fe506545a8161.