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base repository: CoplayDev/unity-mcp
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base: v8.1.6
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head repository: CoplayDev/unity-mcp
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compare: v8.2.0
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  • 5 commits
  • 55 files changed
  • 5 contributors

Commits on Dec 5, 2025

  1. Fix: Add middleware support for resource context injection(#431) (#432)

    - Extract common logic from on_call_tool to _inject_unity_instance method.
    - Add on_read_resource to inject unity_instance into resource contexts.
    - Fix resources unable to get unity_instance from context after set_active_instance.
    
    Co-authored-by: MyNameisPI <eqjbc@qq.com>
    MyNameisPI and MyNameisPI authored Dec 5, 2025
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Commits on Dec 8, 2025

  1. [FEATURE] Batch Commands (#418)

    * Update .Bat file and Bug fix on ManageScript
    
    * Update the .Bat file to include runtime folder
    * Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
    
    * Further changes
    
    String to Int for consistency
    
    * [Custom Tool] Roslyn Runtime Compilation
    
    Allows users to generate/compile codes during Playmode
    
    * Fix based on CR
    
    * Create claude_skill_unity.zip
    
    Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
    
    * Update for Custom_Tool Fix and Detection
    
    1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
    2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
    3. Add few missing summary in certain tools
    
    * Revert "Update for Custom_Tool Fix and Detection"
    
    This reverts commit ae8cfe5.
    
    * Update README.md
    
    * Reapply "Update for Custom_Tool Fix and Detection"
    
    This reverts commit f423c2f.
    
    * Update ManageScript.cs
    
    Fix the layout problem of manage_script in the panel
    
    * Update
    
    To comply with the current server setting
    
    * Update on Batch
    
    Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
    
    PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
    
    * Revert "Merge branch 'main' into batching"
    
    This reverts commit 51fc4b4, reversing
    changes made to 318c824.
    Scriptwonder authored Dec 8, 2025
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  2. [FEATURE] Custom Tool Fix and Add inspection window for all the tools (

    …#414)
    
    * Update .Bat file and Bug fix on ManageScript
    
    * Update the .Bat file to include runtime folder
    * Fix the inconsistent EditorPrefs variable so the GUI change on Script Validation could cause real change.
    
    * Further changes
    
    String to Int for consistency
    
    * [Custom Tool] Roslyn Runtime Compilation
    
    Allows users to generate/compile codes during Playmode
    
    * Fix based on CR
    
    * Create claude_skill_unity.zip
    
    Upload the unity_claude_skill that can be uploaded to Claude for a combo of unity-mcp-skill.
    
    * Update for Custom_Tool Fix and Detection
    
    1. Fix Original Roslyn Compilation Custom Tool to fit the V8 standard
    2. Add a new panel in the GUI to see and toggle/untoggle the tools. The toggle feature will be implemented in the future, right now its implemented here to discuss with the team if this is a good feature to add;
    3. Add few missing summary in certain tools
    
    * Revert "Update for Custom_Tool Fix and Detection"
    
    This reverts commit ae8cfe5.
    
    * Update README.md
    
    * Reapply "Update for Custom_Tool Fix and Detection"
    
    This reverts commit f423c2f.
    
    * Update ManageScript.cs
    
    Fix the layout problem of manage_script in the panel
    
    * Update
    
    To comply with the current server setting
    
    * Update on Batch
    
    Tested object generation/modification with batch and it works perfectly! We should push and let users test for a while and see
    
    PS: I tried both VS Copilot and Claude Desktop. Claude Desktop works but VS Copilot does not due to the nested structure of batch. Will look into it more.
    
    * Revert "Merge pull request #1 from Scriptwonder/batching"
    
    This reverts commit 55ee768, reversing
    changes made to ae2eedd.
    Scriptwonder authored Dec 8, 2025
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  3. feat: Add manage_material tool for dedicated material manipulation (#…

    …440)
    
    * WIP: Material management tool implementation and tests
    
    - Add ManageMaterial tool for creating and modifying materials
    - Add MaterialOps helper for material property operations
    - Add comprehensive test suite for material management
    - Add string parameter parsing support for material properties
    - Update related tools (ManageGameObject, manage_asset, etc.)
    - Add test materials and scenes for material testing
    
    * refactor: unify material property logic into MaterialOps
    
    - Move  and  logic from  to
    - Update  to delegate to
    - Update  to use enhanced  for creation and property setting
    - Add texture path loading support to
    
    * Add parameter aliasing support: accept 'name' as alias for 'target' in manage_gameobject modify action
    
    * Refactor ManageMaterial and fix code review issues
    
    - Fix Python server tools (redundant imports, exception handling, string formatting)
    - Clean up documentation and error reports
    - Improve ManageMaterial.cs (overwrite checks, error handling)
    - Enhance MaterialOps.cs (robustness, logging, dead code removal)
    - Update tests (assertions, unused imports)
    - Fix manifest.json relative path
    - Remove temporary test artifacts and manual setup scripts
    
    * Remove test scene
    
    * remove extra mat
    
    * Remove unnecessary SceneTemplateSettings.json
    
    * Remove unnecessary SceneTemplateSettings.json
    
    * Fix MaterialOps issues
    
    * Fix: Case-insensitive material property lookup and missing HasProperty checks
    
    * Rabbit fixes
    
    * Improve material ops logging and test coverage
    
    * Fix: NormalizePath now handles backslashes correctly using AssetPathUtility
    
    * Fix: Address multiple nitpicks (test robustness, shader resolution, HasProperty checks)
    
    * Add manage_material tool documentation and fix MaterialOps texture property checks
    
    - Add comprehensive ManageMaterial tool documentation to MCPForUnity/README.md
    - Add manage_material to tools list in README.md and README-zh.md
    - Fix MaterialOps.cs to check HasProperty before SetTexture calls to prevent Unity warnings
    - Ensures consistency with other property setters in MaterialOps
    
    * Fix ManageMaterial shader reflection for Unity 6 and improve texture logging
    dsarno authored Dec 8, 2025
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  4. Configuration menu
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