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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
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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>
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Commits on Dec 8, 2025
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[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.
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[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.
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feat: Add
manage_materialtool 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
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