@atelierai/uco 1.0.7 → 1.0.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (87) hide show
  1. package/CHANGELOG.md +11 -0
  2. package/package.json +1 -1
  3. package/vendor/plugin/com.atelierai.unity.copilot/Editor/DependencyResolver/NuGetConfig.cs +132 -132
  4. package/vendor/plugin/com.atelierai.unity.copilot/Editor/DependencyResolver/NuGetDependencyResolver.cs +237 -237
  5. package/vendor/plugin/com.atelierai.unity.copilot/Editor/DependencyResolver/NuGetDownloader.cs +82 -82
  6. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Resource/MenuItems.cs +247 -247
  7. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Resource/ToolGroups.cs +153 -153
  8. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/SystemTool/Skills.Create.SkillBody.cs +155 -155
  9. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Console.GetLogs.cs +95 -95
  10. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Docs.HttpFetcher.cs +139 -139
  11. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Instance.ListAll.cs +72 -72
  12. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/PathReadHelper.cs +106 -106
  13. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Script.Validate.cs +252 -252
  14. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Tests/TestResultCollector.cs +537 -537
  15. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/API/Tool/Tests.cs +400 -400
  16. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Branding/ProductInfo.cs +62 -62
  17. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/CopilotServerManager.cs +1034 -1034
  18. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Skills/Skill_InitialSetup.cs +197 -197
  19. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Startup.Editor.cs +201 -201
  20. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Startup.cs +67 -67
  21. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/CopilotListWindowBase.cs +393 -393
  22. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/CopilotWindowBase.cs +113 -113
  23. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowEditor.Connection.cs +3 -3
  24. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowEditor.CopilotFeatures.cs +195 -195
  25. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowEditor.CopilotServer.cs +20 -20
  26. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowEditor.CreateGUI.cs +354 -354
  27. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowEditor.cs +78 -78
  28. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/MainWindowInitializer.cs +47 -47
  29. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UI/Window/SerializationCheckWindow.cs +190 -190
  30. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UnityCopilotPluginEditor.Build.cs +91 -91
  31. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UnityCopilotPluginEditor.Config.cs +298 -298
  32. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UnityCopilotPluginEditor.Static.cs +296 -296
  33. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/UnityCopilotPluginEditor.cs +69 -69
  34. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/PackageUtils.cs +168 -168
  35. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/PrefsKeyMigration.cs +119 -119
  36. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/SafeDefaultsGuard.cs +180 -180
  37. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/ScriptUtils.cs +229 -229
  38. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/ToolsManifestGenerator.cs +200 -200
  39. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/UnityAuthoringAdapters.cs +1467 -1467
  40. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/UnityAuthoringSafetyReloadGuard.cs +65 -65
  41. package/vendor/plugin/com.atelierai.unity.copilot/Editor/Scripts/Utils/UnityCopilotUpdateProjectSettings.cs +66 -66
  42. package/vendor/plugin/com.atelierai.unity.copilot/Plugins/ReflectorNet.dll +0 -0
  43. package/vendor/plugin/com.atelierai.unity.copilot/Plugins/Uco.Framework.Common.dll +0 -0
  44. package/vendor/plugin/com.atelierai.unity.copilot/Plugins/Uco.Framework.dll +0 -0
  45. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/Converter/Json/Structures/EntityIdConverter.cs +120 -120
  46. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/Data/GameObjectMetadata.cs +110 -110
  47. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/Data/GameObjectMetadata.pre-Unity.6.5.cs +110 -110
  48. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/Unity/Logs/FileLogStorage.cs +547 -547
  49. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPlugin.Build.cs +243 -243
  50. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPlugin.Config.cs +3 -3
  51. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPlugin.cs +295 -295
  52. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPluginBuilder.cs +105 -105
  53. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPluginRuntime.Static.cs +155 -155
  54. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/UnityCopilotPluginRuntime.cs +59 -59
  55. package/vendor/plugin/com.atelierai.unity.copilot/Runtime/Utils/EnvironmentUtils.cs +11 -11
  56. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/AtomicApi/AtomicApiTestFixtures.cs +99 -99
  57. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/AtomicApi/TryModifyAtTests.cs +227 -227
  58. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/AuthoringSafetyPilotTests.cs +1050 -1050
  59. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/DependencyResolver/NuGetLegacyMigrationTests.cs +304 -304
  60. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Environment/EnvironmentUtilsTests.cs +1 -1
  61. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/BlacklistTypeTests.cs +416 -416
  62. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataFieldScriptableObjectPopulationTests.cs +172 -172
  63. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataFieldScriptableObjectPopulationTests.pre-Unity.6.5.cs +169 -169
  64. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPopulationTests.cs +182 -182
  65. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPopulationTests.pre-Unity.6.5.cs +179 -179
  66. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPropertyPopulationTests.cs +175 -175
  67. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPropertyPopulationTests.pre-Unity.6.5.cs +174 -174
  68. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPropertyScriptableObjectPopulationTests.cs +171 -171
  69. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ReflectionConverter/DataPropertyScriptableObjectPopulationTests.pre-Unity.6.5.cs +170 -170
  70. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Assets/AssetsCreateFolderTests.cs +243 -243
  71. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Assets/AssetsMaterialTests.cs +101 -101
  72. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Assets/AssetsPrefabCreateTests.cs +348 -348
  73. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Assets/AssetsPrefabCreateTests.pre-Unity.6.5.cs +348 -348
  74. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Assets/AssetsShaderTests.cs +194 -194
  75. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/PathBasedToolTests.cs +573 -573
  76. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/PathBasedToolTests.pre-Unity.6.5.cs +513 -513
  77. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Screenshot/ScreenshotCameraTests.cs +154 -154
  78. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Screenshot/ScreenshotCameraTests.pre-Unity.6.5.cs +154 -154
  79. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Screenshot/ScreenshotGameViewTests.cs +164 -164
  80. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/Screenshot/ScreenshotSceneViewTests.cs +155 -155
  81. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/ToolParameterTests.cs +56 -56
  82. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/ToolThreadSafetyTests.cs +651 -651
  83. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/Tool/ToolThreadSafetyTests.pre-Unity.6.5.cs +651 -651
  84. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/ToolBatchExecutionIntegrationTests.cs +407 -407
  85. package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/{McpPluginTests.cs → UcoPluginTests.cs} +105 -105
  86. package/vendor/plugin/com.atelierai.unity.copilot/package.json +1 -1
  87. /package/vendor/plugin/com.atelierai.unity.copilot/Tests/Editor/{McpPluginTests.cs.meta → UcoPluginTests.cs.meta} +0 -0
@@ -1,153 +1,153 @@
1
- /*
2
- * Design inspired by MCP for Unity (CoplayDev/unity-mcp), Copyright (c) Coplay Inc., MIT License.
3
- */
4
-
5
- /*
6
- ┌──────────────────────────────────────────────────────────────────┐
7
- │ Author: Ivan Murzak (https://github.com/IvanMurzak) │
8
- │ Repository: GitHub (https://github.com/IvanMurzak/Unity-MCP) │
9
- │ Copyright (c) 2025 Ivan Murzak │
10
- │ Licensed under the Apache License, Version 2.0. │
11
- │ See the LICENSE file in the project root for more information. │
12
- └──────────────────────────────────────────────────────────────────┘
13
- */
14
-
15
- #nullable enable
16
- using System.Text;
17
- using com.AtelierAI.Uco.Framework;
18
- using com.AtelierAI.Uco.Framework.Common;
19
- using com.AtelierAI.Uco.Framework.Common.Model;
20
- using com.IvanMurzak.ReflectorNet.Utils;
21
- using com.AtelierAI.Unity.Copilot.Editor.Utils;
22
-
23
- namespace com.AtelierAI.Unity.Copilot.Editor.API
24
- {
25
- using Consts = com.AtelierAI.Uco.Framework.Common.Consts;
26
-
27
- /// <summary>
28
- /// Read-only resource that exposes the current tool-group registry
29
- /// snapshot at <c>editor://tool-groups</c>. The payload is identical in
30
- /// shape to <c>tools-list-groups</c> but delivered through the MCP
31
- /// resource channel, which lets clients subscribe / cache it cheaply
32
- /// without paying for a tool invocation.
33
- /// </summary>
34
- [UcoResourceType]
35
- public partial class Resource_ToolGroups
36
- {
37
- public const string ToolGroupsResourceUri = "editor://tool-groups";
38
-
39
- [UcoResource
40
- (
41
- Name = "Tool Groups",
42
- Route = ToolGroupsResourceUri,
43
- MimeType = Consts.MimeType.TextJson,
44
- ListResources = nameof(ListAll),
45
- Description = "Snapshot of every [ToolGroupAttribute] group known to the registry — " +
46
- "name, enabled state (soft hint), default-enabled flag, description, and tool ids. " +
47
- "Pair with 'tools-set-group-enabled' to flip a group at runtime.",
48
- Enabled = true
49
- )]
50
- public ResponseResourceContent[] Get(string uri)
51
- {
52
- return MainThread.Instance.Run(() =>
53
- {
54
- var json = SerializeGroups();
55
- return ResponseResourceContent.CreateText(
56
- uri: uri,
57
- mimeType: Consts.MimeType.TextJson,
58
- text: json
59
- ).MakeArray();
60
- });
61
- }
62
-
63
- public ResponseListResource[] ListAll() => new[]
64
- {
65
- new ResponseListResource(
66
- uri: ToolGroupsResourceUri,
67
- name: "Tool Groups",
68
- enabled: true,
69
- mimeType: Consts.MimeType.TextJson)
70
- };
71
-
72
- // ---------------------------------------------------------------------
73
- // Local minimal JSON serializer.
74
- // We avoid pulling in Newtonsoft / System.Text.Json runtime config
75
- // here because the payload schema is tiny and fully under our control.
76
- // Same approach as Resource_MenuItems / Resource_EditorWindows.
77
- // ---------------------------------------------------------------------
78
- static string SerializeGroups()
79
- {
80
- var groups = ToolGroupRegistry.AllGroups();
81
- var sb = new StringBuilder(groups.Count * 96 + 16);
82
- sb.Append('[');
83
- for (var i = 0; i < groups.Count; i++)
84
- {
85
- if (i > 0) sb.Append(',');
86
- var name = groups[i];
87
- var enabled = ToolGroupRegistry.IsGroupEnabled(name);
88
- var effectiveEnabled = ToolGroupRegistry.IsGroupEffectivelyEnabled(name);
89
- var defaultEnabled = ToolGroupRegistry.GetDefaultEnabled(name);
90
- var description = ToolGroupRegistry.GetDescription(name);
91
- var tools = ToolGroupRegistry.ToolsInGroup(name);
92
- var aliases = ToolGroupRegistry.AliasesForGroup(name);
93
-
94
- sb.Append('{');
95
- sb.Append("\"name\":"); AppendJsonString(sb, name);
96
- sb.Append(",\"enabled\":").Append(enabled ? "true" : "false");
97
- sb.Append(",\"requestedEnabled\":").Append(enabled ? "true" : "false");
98
- sb.Append(",\"effectiveEnabled\":").Append(effectiveEnabled ? "true" : "false");
99
- sb.Append(",\"defaultEnabled\":").Append(defaultEnabled ? "true" : "false");
100
- sb.Append(",\"description\":"); AppendJsonStringOrNull(sb, description);
101
- sb.Append(",\"aliases\":[");
102
- for (var a = 0; a < aliases.Count; a++)
103
- {
104
- if (a > 0) sb.Append(',');
105
- AppendJsonString(sb, aliases[a]);
106
- }
107
- sb.Append(']');
108
- sb.Append(",\"toolCount\":").Append(tools.Count);
109
- sb.Append(",\"tools\":[");
110
- for (var t = 0; t < tools.Count; t++)
111
- {
112
- if (t > 0) sb.Append(',');
113
- AppendJsonString(sb, tools[t]);
114
- }
115
- sb.Append(']');
116
- sb.Append('}');
117
- }
118
- sb.Append(']');
119
- return sb.ToString();
120
- }
121
-
122
- static void AppendJsonStringOrNull(StringBuilder sb, string? value)
123
- {
124
- if (value == null) { sb.Append("null"); return; }
125
- AppendJsonString(sb, value);
126
- }
127
-
128
- static void AppendJsonString(StringBuilder sb, string value)
129
- {
130
- sb.Append('"');
131
- foreach (var c in value)
132
- {
133
- switch (c)
134
- {
135
- case '"': sb.Append("\\\""); break;
136
- case '\\': sb.Append("\\\\"); break;
137
- case '\b': sb.Append("\\b"); break;
138
- case '\f': sb.Append("\\f"); break;
139
- case '\n': sb.Append("\\n"); break;
140
- case '\r': sb.Append("\\r"); break;
141
- case '\t': sb.Append("\\t"); break;
142
- default:
143
- if (c < 0x20)
144
- sb.Append("\\u").Append(((int)c).ToString("x4"));
145
- else
146
- sb.Append(c);
147
- break;
148
- }
149
- }
150
- sb.Append('"');
151
- }
152
- }
153
- }
1
+ /*
2
+ * Design inspired by MCP for Unity (CoplayDev/unity-mcp), Copyright (c) Coplay Inc., MIT License.
3
+ */
4
+
5
+ /*
6
+ ┌──────────────────────────────────────────────────────────────────┐
7
+ │ Author: Ivan Murzak (https://github.com/IvanMurzak) │
8
+ │ Repository: GitHub (https://github.com/IvanMurzak/Unity-MCP) │
9
+ │ Copyright (c) 2025 Ivan Murzak │
10
+ │ Licensed under the Apache License, Version 2.0. │
11
+ │ See the LICENSE file in the project root for more information. │
12
+ └──────────────────────────────────────────────────────────────────┘
13
+ */
14
+
15
+ #nullable enable
16
+ using System.Text;
17
+ using com.AtelierAI.Uco.Framework;
18
+ using com.AtelierAI.Uco.Framework.Common;
19
+ using com.AtelierAI.Uco.Framework.Common.Model;
20
+ using com.IvanMurzak.ReflectorNet.Utils;
21
+ using com.AtelierAI.Unity.Copilot.Editor.Utils;
22
+
23
+ namespace com.AtelierAI.Unity.Copilot.Editor.API
24
+ {
25
+ using Consts = com.AtelierAI.Uco.Framework.Common.Consts;
26
+
27
+ /// <summary>
28
+ /// Read-only resource that exposes the current tool-group registry
29
+ /// snapshot at <c>editor://tool-groups</c>. The payload is identical in
30
+ /// shape to <c>tools-list-groups</c> but delivered through the Uco
31
+ /// resource channel, which lets clients subscribe / cache it cheaply
32
+ /// without paying for a tool invocation.
33
+ /// </summary>
34
+ [UcoResourceType]
35
+ public partial class Resource_ToolGroups
36
+ {
37
+ public const string ToolGroupsResourceUri = "editor://tool-groups";
38
+
39
+ [UcoResource
40
+ (
41
+ Name = "Tool Groups",
42
+ Route = ToolGroupsResourceUri,
43
+ MimeType = Consts.MimeType.TextJson,
44
+ ListResources = nameof(ListAll),
45
+ Description = "Snapshot of every [ToolGroupAttribute] group known to the registry — " +
46
+ "name, enabled state (soft hint), default-enabled flag, description, and tool ids. " +
47
+ "Pair with 'tools-set-group-enabled' to flip a group at runtime.",
48
+ Enabled = true
49
+ )]
50
+ public ResponseResourceContent[] Get(string uri)
51
+ {
52
+ return MainThread.Instance.Run(() =>
53
+ {
54
+ var json = SerializeGroups();
55
+ return ResponseResourceContent.CreateText(
56
+ uri: uri,
57
+ mimeType: Consts.MimeType.TextJson,
58
+ text: json
59
+ ).MakeArray();
60
+ });
61
+ }
62
+
63
+ public ResponseListResource[] ListAll() => new[]
64
+ {
65
+ new ResponseListResource(
66
+ uri: ToolGroupsResourceUri,
67
+ name: "Tool Groups",
68
+ enabled: true,
69
+ mimeType: Consts.MimeType.TextJson)
70
+ };
71
+
72
+ // ---------------------------------------------------------------------
73
+ // Local minimal JSON serializer.
74
+ // We avoid pulling in Newtonsoft / System.Text.Json runtime config
75
+ // here because the payload schema is tiny and fully under our control.
76
+ // Same approach as Resource_MenuItems / Resource_EditorWindows.
77
+ // ---------------------------------------------------------------------
78
+ static string SerializeGroups()
79
+ {
80
+ var groups = ToolGroupRegistry.AllGroups();
81
+ var sb = new StringBuilder(groups.Count * 96 + 16);
82
+ sb.Append('[');
83
+ for (var i = 0; i < groups.Count; i++)
84
+ {
85
+ if (i > 0) sb.Append(',');
86
+ var name = groups[i];
87
+ var enabled = ToolGroupRegistry.IsGroupEnabled(name);
88
+ var effectiveEnabled = ToolGroupRegistry.IsGroupEffectivelyEnabled(name);
89
+ var defaultEnabled = ToolGroupRegistry.GetDefaultEnabled(name);
90
+ var description = ToolGroupRegistry.GetDescription(name);
91
+ var tools = ToolGroupRegistry.ToolsInGroup(name);
92
+ var aliases = ToolGroupRegistry.AliasesForGroup(name);
93
+
94
+ sb.Append('{');
95
+ sb.Append("\"name\":"); AppendJsonString(sb, name);
96
+ sb.Append(",\"enabled\":").Append(enabled ? "true" : "false");
97
+ sb.Append(",\"requestedEnabled\":").Append(enabled ? "true" : "false");
98
+ sb.Append(",\"effectiveEnabled\":").Append(effectiveEnabled ? "true" : "false");
99
+ sb.Append(",\"defaultEnabled\":").Append(defaultEnabled ? "true" : "false");
100
+ sb.Append(",\"description\":"); AppendJsonStringOrNull(sb, description);
101
+ sb.Append(",\"aliases\":[");
102
+ for (var a = 0; a < aliases.Count; a++)
103
+ {
104
+ if (a > 0) sb.Append(',');
105
+ AppendJsonString(sb, aliases[a]);
106
+ }
107
+ sb.Append(']');
108
+ sb.Append(",\"toolCount\":").Append(tools.Count);
109
+ sb.Append(",\"tools\":[");
110
+ for (var t = 0; t < tools.Count; t++)
111
+ {
112
+ if (t > 0) sb.Append(',');
113
+ AppendJsonString(sb, tools[t]);
114
+ }
115
+ sb.Append(']');
116
+ sb.Append('}');
117
+ }
118
+ sb.Append(']');
119
+ return sb.ToString();
120
+ }
121
+
122
+ static void AppendJsonStringOrNull(StringBuilder sb, string? value)
123
+ {
124
+ if (value == null) { sb.Append("null"); return; }
125
+ AppendJsonString(sb, value);
126
+ }
127
+
128
+ static void AppendJsonString(StringBuilder sb, string value)
129
+ {
130
+ sb.Append('"');
131
+ foreach (var c in value)
132
+ {
133
+ switch (c)
134
+ {
135
+ case '"': sb.Append("\\\""); break;
136
+ case '\\': sb.Append("\\\\"); break;
137
+ case '\b': sb.Append("\\b"); break;
138
+ case '\f': sb.Append("\\f"); break;
139
+ case '\n': sb.Append("\\n"); break;
140
+ case '\r': sb.Append("\\r"); break;
141
+ case '\t': sb.Append("\\t"); break;
142
+ default:
143
+ if (c < 0x20)
144
+ sb.Append("\\u").Append(((int)c).ToString("x4"));
145
+ else
146
+ sb.Append(c);
147
+ break;
148
+ }
149
+ }
150
+ sb.Append('"');
151
+ }
152
+ }
153
+ }
@@ -1,155 +1,155 @@
1
- /*
2
- ┌──────────────────────────────────────────────────────────────────┐
3
- │ Author: Ivan Murzak (https://github.com/IvanMurzak) │
4
- │ Repository: GitHub (https://github.com/IvanMurzak/Unity-MCP) │
5
- │ Copyright (c) 2025 Ivan Murzak │
6
- │ Licensed under the Apache License, Version 2.0. │
7
- │ See the LICENSE file in the project root for more information. │
8
- └──────────────────────────────────────────────────────────────────┘
9
- */
10
-
11
- namespace com.AtelierAI.Unity.Copilot.Editor.API
12
- {
13
- public partial class Tool_Skills
14
- {
15
- internal const string SkillsCreateSkillBody = @"## Full sample
16
-
17
- ```csharp
18
- #nullable enable
19
- using System;
20
- using System.ComponentModel;
21
- using com.AtelierAI.Uco.Framework;
22
- using com.IvanMurzak.ReflectorNet.Utils;
23
- using com.AtelierAI.Unity.Copilot.Editor.Utils;
24
- using AIGD;
25
- using UnityEditor;
26
- using UnityEngine;
27
-
28
- namespace com.AtelierAI.Unity.Copilot.Editor.API
29
- {
30
- [UcoToolType]
31
- public partial class Tool_Sample
32
- {
33
- [UcoTool(""sample-get"", Title = ""Sample / Get"")]
34
- [Description(""Finds a GameObject and returns its ref data."")]
35
- public GameObjectRef Get
36
- (
37
- [Description(""Name of the GameObject to find."")]
38
- string name
39
- )
40
- {
41
- return MainThread.Instance.Run(() =>
42
- {
43
- var go = GameObject.Find(name)
44
- ?? throw new ArgumentException($""GameObject '{name}' not found."", nameof(name));
45
-
46
- return new GameObjectRef(go);
47
- });
48
- }
49
-
50
- [UcoTool(""sample-rename"", Title = ""Sample / Rename"")]
51
- [Description(""Renames a GameObject."")]
52
- public void Rename
53
- (
54
- [Description(""Current name of the GameObject."")]
55
- string name,
56
- [Description(""New name to assign."")]
57
- string newName
58
- )
59
- {
60
- MainThread.Instance.Run(() =>
61
- {
62
- var go = GameObject.Find(name)
63
- ?? throw new ArgumentException($""GameObject '{name}' not found."", nameof(name));
64
-
65
- go.name = newName;
66
- EditorUtility.SetDirty(go);
67
- AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
68
- EditorUtils.RepaintAllEditorWindows();
69
- });
70
- }
71
- }
72
- }
73
- ```
74
-
75
- ## Suggestions
76
-
77
- ### Refresh UI after visual changes
78
- If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
79
- ```csharp
80
- AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
81
- EditorUtils.RepaintAllEditorWindows();
82
- ```
83
-
84
- ### Refresh AssetDatabase after asset or script changes
85
- If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes:
86
- ```csharp
87
- MainThread.Instance.Run(() =>
88
- {
89
- AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
90
- });
91
- ```
92
-
93
- ### Use processing mechanic for long-running or domain-reload operations
94
- Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
95
- 1. Accept a `[RequestID] string? requestId` parameter.
96
- 2. Return `ResponseCallTool.Processing(""..."").SetRequestID(requestId)` immediately.
97
- 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`.
98
- 4. When the operation finishes, send the final result by calling:
99
- ```csharp
100
- _ = UnityCopilotPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
101
- {
102
- RequestId = requestId,
103
- Result = ResponseCallTool.Success(""Operation completed."").SetRequestID(requestId)
104
- });
105
- ```
106
- If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way.
107
-
108
- ### Return structured data with a typed response
109
- Prefer returning a structured data model over a plain string so the AI can parse individual fields. Data models for MCP tools MUST be declared as TOP-LEVEL types in the `AIGD` namespace - never nested inside the tool class. Place each data model in its own `.cs` file (one type per file) and use `ResponseCallValueTool<T>` as the return type. The flat `AIGD` namespace keeps the auto-generated JSON Schema `$defs` keys short and intuitive for AI agents.
110
- ```csharp
111
- // Tool file (Tool/MyTool.cs) - references the data model from AIGD:
112
- using AIGD;
113
-
114
- namespace com.AtelierAI.Unity.Copilot.Editor.API
115
- {
116
- [UcoToolType]
117
- public partial class Tool_Sample
118
- {
119
- public ResponseCallValueTool<MyResult> MyTool(...)
120
- {
121
- return ResponseCallValueTool<MyResult>.Success(new MyResult
122
- {
123
- Name = go.name,
124
- InstanceID = go.GetInstanceID()
125
- }).SetRequestID(requestId);
126
- }
127
- }
128
- }
129
-
130
- // Data model (Tool/Data/MyResult.cs) - top-level, in AIGD namespace, NOT nested:
131
- namespace AIGD
132
- {
133
- public class MyResult
134
- {
135
- [Description(""Name of the GameObject."")]
136
- public string? Name { get; set; }
137
-
138
- [Description(""Unity instance ID of the GameObject."")]
139
- public int InstanceID { get; set; }
140
- }
141
- }
142
- ```
143
- For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-MCP will wrap it automatically. The data model itself MUST still live as a top-level type in the `AIGD` namespace.
144
-
145
- ### Validate inputs early and throw clearly
146
- Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct:
147
- ```csharp
148
- if (string.IsNullOrEmpty(name))
149
- throw new ArgumentException(""Name cannot be null or empty."", nameof(name));
150
- ```
151
-
152
- ### Always use MainThread for Unity API calls
153
- All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.";
154
- }
155
- }
1
+ /*
2
+ ┌──────────────────────────────────────────────────────────────────┐
3
+ │ Author: Ivan Murzak (https://github.com/IvanMurzak) │
4
+ │ Repository: GitHub (https://github.com/IvanMurzak/Unity-MCP) │
5
+ │ Copyright (c) 2025 Ivan Murzak │
6
+ │ Licensed under the Apache License, Version 2.0. │
7
+ │ See the LICENSE file in the project root for more information. │
8
+ └──────────────────────────────────────────────────────────────────┘
9
+ */
10
+
11
+ namespace com.AtelierAI.Unity.Copilot.Editor.API
12
+ {
13
+ public partial class Tool_Skills
14
+ {
15
+ internal const string SkillsCreateSkillBody = @"## Full sample
16
+
17
+ ```csharp
18
+ #nullable enable
19
+ using System;
20
+ using System.ComponentModel;
21
+ using com.AtelierAI.Uco.Framework;
22
+ using com.IvanMurzak.ReflectorNet.Utils;
23
+ using com.AtelierAI.Unity.Copilot.Editor.Utils;
24
+ using AIGD;
25
+ using UnityEditor;
26
+ using UnityEngine;
27
+
28
+ namespace com.AtelierAI.Unity.Copilot.Editor.API
29
+ {
30
+ [UcoToolType]
31
+ public partial class Tool_Sample
32
+ {
33
+ [UcoTool(""sample-get"", Title = ""Sample / Get"")]
34
+ [Description(""Finds a GameObject and returns its ref data."")]
35
+ public GameObjectRef Get
36
+ (
37
+ [Description(""Name of the GameObject to find."")]
38
+ string name
39
+ )
40
+ {
41
+ return MainThread.Instance.Run(() =>
42
+ {
43
+ var go = GameObject.Find(name)
44
+ ?? throw new ArgumentException($""GameObject '{name}' not found."", nameof(name));
45
+
46
+ return new GameObjectRef(go);
47
+ });
48
+ }
49
+
50
+ [UcoTool(""sample-rename"", Title = ""Sample / Rename"")]
51
+ [Description(""Renames a GameObject."")]
52
+ public void Rename
53
+ (
54
+ [Description(""Current name of the GameObject."")]
55
+ string name,
56
+ [Description(""New name to assign."")]
57
+ string newName
58
+ )
59
+ {
60
+ MainThread.Instance.Run(() =>
61
+ {
62
+ var go = GameObject.Find(name)
63
+ ?? throw new ArgumentException($""GameObject '{name}' not found."", nameof(name));
64
+
65
+ go.name = newName;
66
+ EditorUtility.SetDirty(go);
67
+ AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
68
+ EditorUtils.RepaintAllEditorWindows();
69
+ });
70
+ }
71
+ }
72
+ }
73
+ ```
74
+
75
+ ## Suggestions
76
+
77
+ ### Refresh UI after visual changes
78
+ If the skill modifies anything visually in the Unity Editor (GameObjects, components, materials, etc.), call these two lines at the end of the tool method to apply changes to the UI immediately:
79
+ ```csharp
80
+ AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
81
+ EditorUtils.RepaintAllEditorWindows();
82
+ ```
83
+
84
+ ### Refresh AssetDatabase after asset or script changes
85
+ If the skill creates, modifies, or deletes any asset file or .cs script on disk outside of Unity API, call this inside a `MainThread.Instance.Run()` block to ensure Unity picks up the changes:
86
+ ```csharp
87
+ MainThread.Instance.Run(() =>
88
+ {
89
+ AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
90
+ });
91
+ ```
92
+
93
+ ### Use processing mechanic for long-running or domain-reload operations
94
+ Some operations take time to complete and may trigger a Unity domain reload (e.g. writing a .cs script, switching play mode, running tests, adding a package). In these cases the tool must NOT block and wait — instead it must:
95
+ 1. Accept a `[RequestID] string? requestId` parameter.
96
+ 2. Return `ResponseCallTool.Processing(""..."").SetRequestID(requestId)` immediately.
97
+ 3. Schedule the actual work asynchronously via `MainThread.Instance.RunAsync(async () => { await Task.Yield(); ... })`.
98
+ 4. When the operation finishes, send the final result by calling:
99
+ ```csharp
100
+ _ = UnityCopilotPluginEditor.NotifyToolRequestCompleted(new RequestToolCompletedData
101
+ {
102
+ RequestId = requestId,
103
+ Result = ResponseCallTool.Success(""Operation completed."").SetRequestID(requestId)
104
+ });
105
+ ```
106
+ If the operation may survive a domain reload (e.g. a .cs file was saved and Unity will recompile), use `ScriptUtils.SchedulePostCompilationNotification(requestId, filePath, operationType)` instead of calling `NotifyToolRequestCompleted` directly — it persists the pending notification to `SessionState` and sends it automatically after the domain reload completes. For package install/removal or other non-compilation domain reloads use `PackageUtils.SchedulePostDomainReloadNotification(requestId, label, action, expectedResult)` the same way.
107
+
108
+ ### Return structured data with a typed response
109
+ Prefer returning a structured data model over a plain string so the AI can parse individual fields. Data models for Uco tools MUST be declared as TOP-LEVEL types in the `AIGD` namespace - never nested inside the tool class. Place each data model in its own `.cs` file (one type per file) and use `ResponseCallValueTool<T>` as the return type. The flat `AIGD` namespace keeps the auto-generated JSON Schema `$defs` keys short and intuitive for AI agents.
110
+ ```csharp
111
+ // Tool file (Tool/MyTool.cs) - references the data model from AIGD:
112
+ using AIGD;
113
+
114
+ namespace com.AtelierAI.Unity.Copilot.Editor.API
115
+ {
116
+ [UcoToolType]
117
+ public partial class Tool_Sample
118
+ {
119
+ public ResponseCallValueTool<MyResult> MyTool(...)
120
+ {
121
+ return ResponseCallValueTool<MyResult>.Success(new MyResult
122
+ {
123
+ Name = go.name,
124
+ InstanceID = go.GetInstanceID()
125
+ }).SetRequestID(requestId);
126
+ }
127
+ }
128
+ }
129
+
130
+ // Data model (Tool/Data/MyResult.cs) - top-level, in AIGD namespace, NOT nested:
131
+ namespace AIGD
132
+ {
133
+ public class MyResult
134
+ {
135
+ [Description(""Name of the GameObject."")]
136
+ public string? Name { get; set; }
137
+
138
+ [Description(""Unity instance ID of the GameObject."")]
139
+ public int InstanceID { get; set; }
140
+ }
141
+ }
142
+ ```
143
+ For simpler cases that do not need async/processing, you may return the model directly (without `ResponseCallValueTool<T>`) and Unity-Uco will wrap it automatically. The data model itself MUST still live as a top-level type in the `AIGD` namespace.
144
+
145
+ ### Validate inputs early and throw clearly
146
+ Always validate required parameters at the top of the method before any Unity API calls. Throw `ArgumentException` or `InvalidOperationException` with descriptive messages so the AI knows exactly what went wrong and can self-correct:
147
+ ```csharp
148
+ if (string.IsNullOrEmpty(name))
149
+ throw new ArgumentException(""Name cannot be null or empty."", nameof(name));
150
+ ```
151
+
152
+ ### Always use MainThread for Unity API calls
153
+ All Unity API calls (including `GameObject.Find`, `AssetDatabase`, `EditorUtility`, etc.) MUST run on the main thread. Wrap them in `MainThread.Instance.Run(() => { ... })` for synchronous operations, or `MainThread.Instance.RunAsync(async () => { ... })` when you need to await inside.";
154
+ }
155
+ }