Files
asavschaeffer 503d938b4a fix: make manage_gameobject component properties reachable on create
Fixes #1297. At action:"create", component_properties was accepted and
coerced by the C# dispatcher (ManageGameObject.cs) but only ever consumed
by the "modify" handler, so it silently did nothing. Meanwhile the shape
"create" already reads directly out of each componentsToAdd entry
({typeName, properties}) was rejected before it reached Unity, because the
Python schema typed components_to_add as list[str].

- GameObjectComponentHelpers.cs: factor the componentProperties loop +
  error aggregation out of GameObjectModify.cs into a shared
  ApplyComponentProperties helper, so both actions apply it identically.
- GameObjectCreate.cs: call the new helper after components are added,
  destroying the partially-created object and returning the error if any
  property fails to set (matching how component-add failures are handled).
- GameObjectModify.cs: switch to the shared helper (behavior-preserving
  refactor, no functional change on the modify path).
- manage_gameobject.py: widen components_to_add to accept
  {"typeName": ..., "properties": {...}} objects alongside plain strings,
  matching what GameObjectCreate.cs already reads.
- Regenerated website/docs/reference/tools/core/manage_gameobject.md via
  tools/generate_docs_reference.py for the updated parameter docs.

Tested: Server/tests/test_manage_gameobject.py exercises the Python
contract end-to-end, including a real fastmcp/pydantic schema validation
run of the issue's exact repro payloads (confirmed the pre-fix
ValidationError reproduces on the unmodified file, and is gone after).
Added TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/
ManageGameObjectCreateTests.cs coverage for the C# side, but this was not
run against a live Editor.
2026-07-28 15:59:38 -07:00
..
2026-03-31 12:24:07 -04:00
2026-04-12 16:41:03 -04:00