docs/development/README-DEV.md
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Branch off beta to create PRs. The main branch is reserved for stable releases.
Before proposing major new features, please reach out to discuss - someone may already be working on it or it may have been considered previously. Open an issue or discussion to coordinate.
For the fastest iteration when working on the Python server:
Server/ directory path--refresh to uvx commands so your changes are picked up on every server startYou may want to use the mcp_source.py script to quickly switch your Unity project between different MCP package sources [allows you to quickly point your personal project to your local or remote unity-mcp repo, or the live upstream (Coplay) versions of the unity-mcp package]:
python mcp_source.py
Options:
After switching, open Package Manager in Unity and Refresh to re-resolve packages.
MCP for Unity organizes tools into groups (Core, VFX & Shaders, Animation, UI Toolkit, Scripting Extensions, Testing). You can selectively enable or disable tools to control which capabilities are exposed to AI clients — reducing context window usage and focusing the AI on relevant tools.
Open Window > MCP for Unity and switch to the Tools tab. Each tool group is displayed as a collapsible foldout with:
[McpForUnityTool] classes).Tool visibility changes work differently depending on the transport mode:
HTTP mode (recommended):
ReregisterToolsAsync(), which sends the updated enabled tool list to the Python server over WebSocket.mcp.enable()/mcp.disable() per group.tools/list_changed MCP notification to all connected client sessions.Stdio mode:
manage_tools with action='sync' — this pulls the current tool states from Unity and syncs server visibility.manage_tools Meta-ToolThe server exposes a built-in manage_tools tool (always visible, not group-gated) that AIs can call directly:
| Action | Description |
|---|---|
list_groups | Lists all tool groups with their tools and enable/disable status |
activate | Enables a tool group by name (e.g., group="vfx") |
deactivate | Disables a tool group by name |
sync | Pulls current tool states from Unity and syncs server visibility (essential for stdio mode) |
reset | Restores default tool visibility |
After toggling tools on/off, MCP clients need to learn about the changes:
tools/list_changed. Most clients pick this up immediately. If a client doesn't, click Reconfigure Clients on the Tools tab, or go to Clients tab and click Configure.manage_tools(action='sync'), or restart the MCP session. Click Reconfigure Clients to re-register all clients with updated config.All major new features (and some minor ones) must include test coverage. It's so easy to get LLMs to write tests, ya gotta do it!
Located in Server/tests/:
cd Server
uv run pytest tests/ -v
Located in TestProjects/UnityMCPTests/Assets/Tests/.
Using the CLI (requires Unity running with MCP bridge connected):
cd Server
# Run EditMode tests (default)
uv run python -m cli.main editor tests
# Run PlayMode tests
uv run python -m cli.main editor tests --mode PlayMode
# Run async and poll for results (useful for long test runs)
uv run python -m cli.main editor tests --async
uv run python -m cli.main editor poll-test <job_id> --wait 60
# Show only failed tests
uv run python -m cli.main editor tests --failed-only
Using MCP tools directly (from any MCP client):
run_tests(mode="EditMode")
run_tests(mode="PlayMode", init_timeout=120000) # PlayMode may need longer init due to domain reload
get_test_job(job_id="<id>", wait_timeout=60)
cd Server
uv run pytest tests/ --cov --cov-report=html
open htmlcov/index.html
CI exercises the package across multiple Unity versions to catch breaks in #if UNITY_*_OR_NEWER branches. The matrix is configured in tools/unity-versions.json and consumed by .github/workflows/unity-tests.yml.
Every PR gets a unity-tests status check on open (mirrors python-tests.yml). For same-repo PRs the default Unity 6 leg actually runs; for fork PRs the workflow appears but skips with a "missing license secrets" notice until a maintainer applies safe-to-test (existing secret-safety gate). The full 4-version matrix is opt-in via the full-matrix label.
When the full matrix runs (all 4 versions in parallel):
beta (the release gate).workflow_call from beta-release.yml / release.yml.workflow_dispatch from the Actions tab.full-matrix — apply when your change touches compat shims, conditional compilation, or anything else version-sensitive. Triggers a full-matrix run on the next pull_request or pull_request_target event. Cost is ~6-8 min wall clock vs ~3 min for the default leg.Fork PRs still need safe-to-test as the base gate (so secrets are exposed against reviewed-only fork code); full-matrix is layered on top for fork-PR full-matrix runs.
Default (single leg) — every other path runs only against defaultVersion from tools/unity-versions.json (currently Unity 6.0 LTS, 6000.0.75f1). The floor role (2021.3.45f2) still identifies the package minimum and runs as part of the full matrix; it's no longer the default-leg version.
The same tools/unity-versions.json drives a local script so you can reproduce CI behavior before pushing.
The script has two runners. Use whichever fits your setup:
| Runner | When to use | Cost |
|---|---|---|
| Local Unity Hub (default) | You already have one or more matrix versions installed via Unity Hub. Fastest. | Disk: each editor is 3-6 GB. |
GameCI Docker (--docker) | You don't want to install every editor locally. Same containers CI uses. | One-time pull is 5-15 GB per version. On Apple Silicon, expect ~5-10× slowdown from amd64 emulation. |
# Compile-only check across every locally-installed Unity in the matrix (~30-60s warm per version).
tools/check-unity-versions.sh
# Full EditMode test run — matches what CI runs end-to-end.
tools/check-unity-versions.sh --full
# Filter to one version family.
tools/check-unity-versions.sh --only 6000.0
Windows uses the PowerShell companion:
pwsh .\tools\check-unity-versions.ps1
pwsh .\tools\check-unity-versions.ps1 -Full
pwsh .\tools\check-unity-versions.ps1 -Only 6000.0
Versions not installed via Unity Hub are skipped — the script never forces you to install every editor in the matrix. Install the versions you most care about (typically the floor 2021.3.45f2 and your daily-driver Unity 6) and CI / Docker mode cover the rest.
tools/check-unity-versions.sh --docker # all matrix versions, compile-only
tools/check-unity-versions.sh --docker --full # full EditMode run
tools/check-unity-versions.sh --docker --only 2022.3 # one version family
pwsh .\tools\check-unity-versions.ps1 -Docker
pwsh .\tools\check-unity-versions.ps1 -Docker -Full
One-time setup: get a Unity license
GameCI containers still need an activated Unity license. Free Personal activations work fine and are tied to the machine, not the editor version — so a single .ulf covers every version in the matrix.
# 1. Generate the request file (.alf) — outputs Unity_v<version>.alf in the current directory.
docker run --rm -v "$PWD":/work unityci/editor:ubuntu-2021.3.45f2-base-3 \
/opt/unity/Editor/Unity -batchmode -nographics -quit \
-createManualActivationFile -logFile /dev/stdout
# 2. Upload Unity_v<version>.alf at https://license.unity3d.com/manual
# Choose Personal license → save the resulting .ulf file.
# 3. Export the .ulf contents (add to ~/.zshrc or ~/.bashrc to persist):
export UNITY_LICENSE="$(cat /path/to/Unity_v<version>.ulf)"
# 4. Run the check.
tools/check-unity-versions.sh --docker
PowerShell equivalent for step 3: $env:UNITY_LICENSE = Get-Content C:\path\to\Unity_v<version>.ulf -Raw.
The same UNITY_LICENSE secret is what .github/workflows/unity-tests.yml uses in CI — once you have it, your local Docker runs and CI behave identically.
Coverage gap on Apple Silicon Macs: GameCI publishes only linux/amd64 images. Docker Desktop runs them under Rosetta/QEMU at ~5-10× the native amd64 speed. A compile that takes 30s on Intel takes 3-5 min on M-series. Still faster than installing four Unity editors, but plan for it.
Opt-in pre-push hook
tools/install-hooks.sh # installs .git/hooks/pre-push (idempotent)
tools/install-hooks.sh --uninstall # removes our hooks
Once installed, git push runs the compile-only check first when the push touches MCPForUnity/Editor/**, MCPForUnity/Runtime/**, TestProjects/UnityMCPTests/**, tools/unity-versions.json, or .github/workflows/unity-tests.yml. Pushes that touch only docs, Server/, or unrelated files skip the check.
To bypass for a single push: git push --no-verify.
Bumping the matrix
Edit tools/unity-versions.json and update CI + local scripts both in one commit. The file is the single source of truth.