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base repository: CoplayDev/unity-mcp
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base: v9.0.7
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head repository: CoplayDev/unity-mcp
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compare: v9.0.8
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  • 10 commits
  • 28 files changed
  • 7 contributors

Commits on Jan 15, 2026

  1. Fix local HTTP server UI check (#556)

    * Fix local HTTP server UI check
    
    * Fix connection section cleanup
    dsarno authored Jan 15, 2026
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  3. fix: Prevent infinite compilation loop in Unity 6 when using wait_for…

    …_ready (#559)
    
    * fix: Prevent infinite compilation loop in Unity 6 when using wait_for_ready
    
    Skip WaitForUnityReadyAsync when compileRequested is true. The
    EditorApplication.update polling doesn't survive domain reloads
    properly in Unity 6, causing infinite compilation loops.
    
    When compilation is requested, return immediately and let the
    client poll editor_state resource instead.
    
    Fixes #557
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * fix: Use actuallyWaited for hint message consistency
    
    Address code review feedback: when compile was requested and we skip
    WaitForUnityReadyAsync, the hint should correctly indicate that the
    client needs to poll editor_state, not claim the editor is ready.
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * refactor: Gate Unity 6 fix with version check and rename variable
    
    Address code review feedback:
    - Use UNITY_6000_0_OR_NEWER preprocessor directive to only apply the
      compilation wait bypass on Unity 6+, preserving original behavior
      for earlier versions
    - Rename actuallyWaited to shouldWaitForReady for clarity, as it
      represents the decision to wait rather than a post-hoc result
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    ---------
    
    Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
    BlindsidedGames and claude authored Jan 15, 2026
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  4. Remove unnecessary allowNudge guard from PR #558

    The allowNudge parameter was attempting to fix Unity 6 compilation loops
    by skipping QueuePlayerLoopUpdate, but this was not the root cause.
    
    The actual issue (fixed by #559's Unity 6+ preprocessor guard) is that
    EditorApplication.update callbacks don't survive domain reloads properly
    in Unity 6+.
    
    Since #559 skips WaitForUnityReadyAsync entirely on Unity 6+ when compile
    is requested, the allowNudge guard is redundant and can be removed.
    
    Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
    dsarno and claude committed Jan 15, 2026
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  7. Workflow cleanup (#568)

    * Remove unused GitHub workflow files
    
    * Allow Unity workflows to run in forks
    
    Also adjust Claude NL suite licensing checks so it can run in the top-level repo.
    dsarno authored Jan 15, 2026
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  8. Fix ULF detection in Claude licensing (#569)

    Detect ULF by Signature before entitlement XML and log license source for debugging.
    dsarno authored Jan 15, 2026
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Commits on Jan 17, 2026

  1. fix: resolve Claude Code HTTP Remote UV path override not being detec…

    …ted in System Requirements .#550
    
    * fix: resolve UV path override not being detected in System Requirements
    
    Fixes #538
    
    The System Requirements panel showed "UV Package Manager: Not Found" even
    when a valid UV path override was configured in Advanced Settings.
    
    Root cause: PlatformDetectorBase.DetectUv() only searched PATH with bare
    command names ("uvx", "uv") and never consulted PathResolverService which
    respects the user's override setting.
    
    Changes:
    - Refactor DetectUv() to use PathResolverService.GetUvxPath() which checks
      override path first, then system PATH, then falls back to "uvx"
    - Add TryValidateUvExecutable() to verify executables by running --version
      instead of just checking File.Exists
    - Prioritize PATH environment variable in EnumerateUvxCandidates() for
      better compatibility with official uv install scripts
    - Fix process output read order (ReadToEnd before WaitForExit) to prevent
      potential deadlocks
    
    Co-Authored-By: ChatGLM 4.7 <noreply@zhipuai.com>
    
    * fix: improve uv/uvx detection robustness on macOS and Linux
    
    - Read both stdout and stderr when validating uv/uvx executables
    - Respect WaitForExit timeout return value instead of ignoring it
    - Fix version parsing to handle extra tokens like "(Homebrew 2025-01-01)"
    - Resolve bare commands ("uv"/"uvx") to absolute paths after validation
    - Rename FindExecutableInPath to FindUvxExecutableInPath for clarity
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * refactor: unify process execution with ExecPath.TryRun and add Windows PATH augmentation
    
    Replace direct Process.Start calls with ExecPath.TryRun across all platform detectors.
    This change:
    - Fixes potential deadlocks by using async output reading
    - Adds proper timeout handling with process termination
    - Removes redundant fallback logic and simplifies version parsing
    - Adds Windows PATH augmentation with common uv, npm, and Python installation paths
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * fix: improve version parsing to handle both spaces and parentheses
    
    The version extraction logic now properly handles outputs like:
    - "uvx 0.9.18" -> "0.9.18"
    - "uvx 0.9.18 (hash date)" -> "0.9.18"
    - "uvx 0.9.18 extra info" -> "0.9.18"
    
    Uses Math.Min to find the first occurrence of either space or parenthesis.
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * refactor: improve platform detectors with absolute path resolution
    
    - Add absolute path resolution in TryValidatePython and TryValidateUvWithPath for better UI display
    - Fix BuildAugmentedPath to avoid PATH duplication
    - Add comprehensive comments for version parsing logic
    - Ensure cross-platform consistency across all three detectors
    - Fix override path validation logic with clear state handling
    - Fix platform detector path resolution and Python version detection
    - Use UserProfile consistently in GetClaudeCliPath instead of Personal
    - All platforms now use protected BuildAugmentedPath method
    
    This change improves user experience by displaying full paths in the UI
    while maintaining robust fallback behavior if path resolution fails.
    
    Co-Authored-By: GLM4.7 <noreply@zhipuai.com>
    
    * fix: improve error handling in PathResolverService by logging exceptions
    
    * Remove .meta files added after fork and update .gitignore
    
    * Update .gitignore
    
    * save .meta
    
    * refactor: unify uv/uvx naming and path detection across platforms
    
    - Rename TryValidateUvExecutable -> TryValidateUvxExecutable for consistency
    - Add cross-platform FindInPath() helper in ExecPath.cs
    - Remove platform-specific where/which implementations in favor of unified helper
    - Add Windows-specific DetectUv() override with enhanced uv/uvx detection
    - Add WinGet shim path support for Windows uvx installation
    - Update UI labels: "UV Path" -> "UVX Path"
    - Only show uvx path status when override is configured
    
    Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
    
    * fix: improve validation light(uvxPathStatus) logic for UVX path overrides and system paths
    
    * refactor: streamline UV version validation and unify path detection methods across platform detectors
    
    * fix: add type handling for Claude Code client in config JSON builder
    
    * fix: correct command from 'uvx' to 'uv' for Python version listing in WindowsPlatformDetector
    
    * feat: add uvx path fallback with warning UI
    
      - When override path is invalid, automatically fall back to system path
      - Add HasUvxPathFallback flag to track fallback state
      - Show yellow warning indicator when using fallback
      - Display clear messages for invalid override paths
      - Updated all platform detectors (Windows, macOS, Linux) to support fallback logic
    
    * refactor: remove GetDetails method from PlatformDetectorBase
    
    * Update ExecPath.cs
    
    update Windows Path lookup
    
    ---------
    
    Co-authored-by: ChatGLM 4.7 <noreply@zhipuai.com>
    Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
    Co-authored-by: Shutong Wu <51266340+Scriptwonder@users.noreply.github.com>
    4 people authored Jan 17, 2026
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Commits on Jan 19, 2026

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