Files
2026-07-13 12:49:17 +08:00

2142 lines
95 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using MCPForUnity.Editor.Helpers; // For Response class
using MCPForUnity.Runtime.Helpers; // For ScreenshotUtility
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MCPForUnity.Editor.Tools
{
/// <summary>
/// Handles scene management operations like loading, saving, creating, and querying hierarchy.
/// </summary>
[McpForUnityTool("manage_scene", AutoRegister = false)]
public static class ManageScene
{
private sealed class SceneCommand
{
public string action { get; set; } = string.Empty;
public string name { get; set; } = string.Empty;
public string path { get; set; } = string.Empty;
public int? buildIndex { get; set; }
public string fileName { get; set; } = string.Empty;
public int? superSize { get; set; }
// screenshot: camera selection, inline image, batch, view positioning
public string camera { get; set; }
public string captureSource { get; set; } // "game_view" (default) or "scene_view"
public bool? includeImage { get; set; }
public int? maxResolution { get; set; }
public string outputFolder { get; set; } // optional override; null falls back to user pref / Assets/Screenshots
public string batch { get; set; } // "surround" or "orbit" for multi-angle batch capture
public JToken viewTarget { get; set; } // GO reference or [x,y,z] to focus on before capture
public Vector3? viewPosition { get; set; } // camera position for view-based capture
public Vector3? viewRotation { get; set; } // euler rotation for view-based capture
// orbit batch params
public int? orbitAngles { get; set; } // number of azimuth samples (default 8)
public float[] orbitElevations { get; set; } // elevation angles in degrees (default [0, 30, -15])
public float? orbitDistance { get; set; } // camera distance from target (default auto from bounds)
public float? orbitFov { get; set; } // camera FOV in degrees (default 60)
// scene_view_frame
public JToken sceneViewTarget { get; set; }
// get_hierarchy paging + safety (summary-first)
public JToken parent { get; set; }
public int? pageSize { get; set; }
public int? cursor { get; set; }
public int? maxNodes { get; set; }
public int? maxDepth { get; set; }
public int? maxChildrenPerNode { get; set; }
public bool? includeTransform { get; set; }
// Multi-scene editing
public string sceneName { get; set; }
public string scenePath { get; set; }
public string target { get; set; } // GO reference for move_to_scene
public bool? removeScene { get; set; } // for close_scene
public bool? additive { get; set; } // for load additive mode
public string template { get; set; } // for create with template
public bool? autoRepair { get; set; } // for validate with auto-repair
}
private static float[] ParseFloatArray(JToken token)
{
if (token == null || token.Type == JTokenType.Null) return null;
if (token.Type == JTokenType.Array)
{
var arr = (JArray)token;
var result = new float[arr.Count];
for (int i = 0; i < arr.Count; i++)
{
try
{
result[i] = arr[i].ToObject<float>();
}
catch (Exception ex)
{
throw new Newtonsoft.Json.JsonException(
$"Failed to parse float at index {i}: '{arr[i]}'", ex);
}
}
return result;
}
// Single value → array of one
var single = ParamCoercion.CoerceFloatNullable(token);
return single.HasValue ? new[] { single.Value } : null;
}
private static SceneCommand ToSceneCommand(JObject p)
{
if (p == null) return new SceneCommand();
var toolParams = new ToolParams(p);
return new SceneCommand
{
action = (p["action"]?.ToString() ?? string.Empty).Trim().ToLowerInvariant(),
name = p["name"]?.ToString() ?? string.Empty,
path = p["path"]?.ToString() ?? string.Empty,
buildIndex = ParamCoercion.CoerceIntNullable(p["buildIndex"] ?? p["build_index"]),
fileName = (p["fileName"] ?? p["filename"])?.ToString() ?? string.Empty,
superSize = ParamCoercion.CoerceIntNullable(p["superSize"] ?? p["super_size"] ?? p["supersize"]),
// screenshot: camera selection, inline image, batch, view positioning
camera = (p["camera"])?.ToString(),
captureSource = toolParams.Get("capture_source"),
includeImage = ParamCoercion.CoerceBoolNullable(p["includeImage"] ?? p["include_image"]),
maxResolution = ParamCoercion.CoerceIntNullable(p["maxResolution"] ?? p["max_resolution"]),
outputFolder = (p["outputFolder"] ?? p["output_folder"])?.ToString(),
batch = (p["batch"])?.ToString(),
viewTarget = p["viewTarget"] ?? p["view_target"],
viewPosition = VectorParsing.ParseVector3(p["viewPosition"] ?? p["view_position"]),
viewRotation = VectorParsing.ParseVector3(p["viewRotation"] ?? p["view_rotation"]),
// orbit batch params
orbitAngles = ParamCoercion.CoerceIntNullable(p["orbitAngles"] ?? p["orbit_angles"]),
orbitElevations = ParseFloatArray(p["orbitElevations"] ?? p["orbit_elevations"]),
orbitDistance = ParamCoercion.CoerceFloatNullable(p["orbitDistance"] ?? p["orbit_distance"]),
orbitFov = ParamCoercion.CoerceFloatNullable(p["orbitFov"] ?? p["orbit_fov"]),
// scene_view_frame
sceneViewTarget = toolParams.GetRaw("scene_view_target"),
// get_hierarchy paging + safety
parent = p["parent"],
pageSize = ParamCoercion.CoerceIntNullable(p["pageSize"] ?? p["page_size"]),
cursor = ParamCoercion.CoerceIntNullable(p["cursor"]),
maxNodes = ParamCoercion.CoerceIntNullable(p["maxNodes"] ?? p["max_nodes"]),
maxDepth = ParamCoercion.CoerceIntNullable(p["maxDepth"] ?? p["max_depth"]),
maxChildrenPerNode = ParamCoercion.CoerceIntNullable(p["maxChildrenPerNode"] ?? p["max_children_per_node"]),
includeTransform = ParamCoercion.CoerceBoolNullable(p["includeTransform"] ?? p["include_transform"]),
// Multi-scene editing
sceneName = (p["sceneName"] ?? p["scene_name"])?.ToString(),
scenePath = (p["scenePath"] ?? p["scene_path"])?.ToString(),
target = (p["target"])?.ToString(),
removeScene = ParamCoercion.CoerceBoolNullable(p["removeScene"] ?? p["remove_scene"]),
additive = ParamCoercion.CoerceBoolNullable(p["additive"]),
template = (p["template"])?.ToString()?.ToLowerInvariant(),
autoRepair = ParamCoercion.CoerceBoolNullable(p["autoRepair"] ?? p["auto_repair"]),
};
}
private static Scene? FindLoadedScene(string sceneName, string scenePath)
{
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var scene = SceneManager.GetSceneAt(i);
if (!string.IsNullOrEmpty(scenePath) && scene.path == scenePath)
return scene;
if (!string.IsNullOrEmpty(sceneName) && scene.name == sceneName)
return scene;
}
return null;
}
/// <summary>
/// Main handler for scene management actions.
/// </summary>
public static object HandleCommand(JObject @params)
{
try { McpLog.Info("[ManageScene] HandleCommand: start", always: false); } catch { }
var cmd = ToSceneCommand(@params);
string action = cmd.action;
string name = string.IsNullOrEmpty(cmd.name) ? null : cmd.name;
string path = string.IsNullOrEmpty(cmd.path) ? null : cmd.path; // Relative to Assets/
int? buildIndex = cmd.buildIndex;
// bool loadAdditive = @params["loadAdditive"]?.ToObject<bool>() ?? false; // Example for future extension
// Ensure path is relative to Assets/, removing any leading "Assets/"
string relativeDir = path ?? string.Empty;
if (!string.IsNullOrEmpty(relativeDir))
{
relativeDir = AssetPathUtility.NormalizeSeparators(relativeDir).Trim('/');
if (relativeDir.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
relativeDir = relativeDir.Substring("Assets/".Length).TrimStart('/');
}
// If path ends with .unity, it's a full scene path — extract just the directory
if (relativeDir.EndsWith(".unity", StringComparison.OrdinalIgnoreCase))
{
string dirPart = Path.GetDirectoryName(relativeDir);
relativeDir = string.IsNullOrEmpty(dirPart)
? string.Empty
: AssetPathUtility.NormalizeSeparators(dirPart);
}
}
// Apply default *after* sanitizing, using the original path variable for the check
if (string.IsNullOrEmpty(path) && action == "create") // Check original path for emptiness
{
relativeDir = "Scenes"; // Default relative directory
}
if (string.IsNullOrEmpty(action))
{
return new ErrorResponse("Action parameter is required.");
}
string sceneFileName = string.IsNullOrEmpty(name) ? null : $"{name}.unity";
// Construct full system path correctly: ProjectRoot/Assets/relativeDir/sceneFileName
string fullPathDir = Path.Combine(Application.dataPath, relativeDir); // Combine with Assets path (Application.dataPath ends in Assets)
string fullPath = string.IsNullOrEmpty(sceneFileName)
? null
: Path.Combine(fullPathDir, sceneFileName);
// Ensure relativePath always starts with "Assets/" and uses forward slashes
string relativePath = string.IsNullOrEmpty(sceneFileName)
? null
: AssetPathUtility.NormalizeSeparators(Path.Combine("Assets", relativeDir, sceneFileName));
// Ensure directory exists for 'create'
if (action == "create" && !string.IsNullOrEmpty(fullPathDir))
{
try
{
Directory.CreateDirectory(fullPathDir);
}
catch (Exception e)
{
return new ErrorResponse(
$"Could not create directory '{fullPathDir}': {e.Message}"
);
}
}
// Route action
try { McpLog.Info($"[ManageScene] Route action='{action}' name='{name}' path='{path}' buildIndex={(buildIndex.HasValue ? buildIndex.Value.ToString() : "null")}", always: false); } catch { }
switch (action)
{
case "create":
if (string.IsNullOrEmpty(name))
return new ErrorResponse(
"'name' parameter is required for 'create' action. 'path' is optional (defaults to 'Assets/Scenes/')."
);
if (!string.IsNullOrEmpty(cmd.template))
return CreateSceneFromTemplate(fullPath, relativePath, cmd.template);
return CreateScene(fullPath, relativePath);
case "load":
// Loading can be done by path/name or build index
// When path ends with .unity and no name is given, use path directly as the scene path
string loadPath = relativePath;
if (string.IsNullOrEmpty(loadPath) && !string.IsNullOrEmpty(path))
loadPath = AssetPathUtility.NormalizeSeparators(
path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase)
? path : "Assets/" + path);
if (!string.IsNullOrEmpty(loadPath))
{
if (cmd.additive == true)
return LoadSceneAdditive(loadPath);
return LoadScene(loadPath);
}
else if (buildIndex.HasValue)
return LoadScene(buildIndex.Value);
else
return new ErrorResponse(
"Either 'name'/'path' or 'buildIndex' must be provided for 'load' action."
);
case "save":
// Save current scene, optionally to a new path
return SaveScene(fullPath, relativePath);
case "get_hierarchy":
try { McpLog.Info("[ManageScene] get_hierarchy: entering", always: false); } catch { }
var gh = GetSceneHierarchyPaged(cmd);
try { McpLog.Info("[ManageScene] get_hierarchy: exiting", always: false); } catch { }
return gh;
case "get_active":
try { McpLog.Info("[ManageScene] get_active: entering", always: false); } catch { }
var ga = GetActiveSceneInfo();
try { McpLog.Info("[ManageScene] get_active: exiting", always: false); } catch { }
return ga;
case "get_build_settings":
return GetBuildSettingsScenes();
case "screenshot":
return CaptureScreenshot(cmd);
case "scene_view_frame":
return FrameSceneView(cmd);
// Multi-scene editing
case "close_scene":
return CloseScene(cmd);
case "set_active_scene":
return SetActiveScene(cmd);
case "get_loaded_scenes":
return GetLoadedScenes();
case "move_to_scene":
return MoveToScene(cmd);
case "modify_build_settings":
return new ErrorResponse(
"Build settings management has moved to manage_build (action='scenes'). "
+ "Use manage_build to add, remove, or configure scenes in build settings.");
// Scene validation
case "validate":
return ValidateScene(cmd.autoRepair == true);
default:
return new ErrorResponse(
$"Unknown action: '{action}'. Valid actions: create, load, save, get_hierarchy, get_active, get_build_settings, screenshot, scene_view_frame, close_scene, set_active_scene, get_loaded_scenes, move_to_scene, validate. For build settings, use manage_build."
);
}
}
/// <summary>
/// Captures a screenshot to Assets/Screenshots and returns a response payload.
/// Public so the tools UI can reuse the same logic without duplicating parameters.
/// Available in both Edit Mode and Play Mode.
/// </summary>
public static object ExecuteScreenshot(string fileName = null, int? superSize = null)
{
var cmd = new SceneCommand { fileName = fileName ?? string.Empty, superSize = superSize };
return CaptureScreenshot(cmd);
}
/// <summary>
/// Captures a 6-angle contact-sheet around the scene bounds centre.
/// Public so the tools UI can reuse the same logic.
/// </summary>
/// <summary>
/// Captures the active Scene View viewport to a PNG asset.
/// Public so the tools UI can reuse the same logic.
/// </summary>
public static object ExecuteSceneViewScreenshot(string fileName = null)
{
var cmd = new SceneCommand { fileName = fileName ?? string.Empty };
return CaptureSceneViewScreenshot(cmd, cmd.fileName, 1, false, 0);
}
public static object ExecuteMultiviewScreenshot(int maxResolution = 480)
{
var cmd = new SceneCommand { maxResolution = maxResolution };
return CaptureSurroundBatch(cmd);
}
private static object CreateScene(string fullPath, string relativePath)
{
if (File.Exists(fullPath))
{
return new ErrorResponse($"Scene already exists at '{relativePath}'.");
}
try
{
// Create a new empty scene
Scene newScene = EditorSceneManager.NewScene(
NewSceneSetup.EmptyScene,
NewSceneMode.Single
);
// Save it to the specified path
bool saved = EditorSceneManager.SaveScene(newScene, relativePath);
if (saved)
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport); // Ensure Unity sees the new scene file
return new SuccessResponse(
$"Scene '{Path.GetFileName(relativePath)}' created successfully at '{relativePath}'.",
new { path = relativePath }
);
}
else
{
// If SaveScene fails, it might leave an untitled scene open.
// Optionally try to close it, but be cautious.
return new ErrorResponse($"Failed to save new scene to '{relativePath}'.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Error creating scene '{relativePath}': {e.Message}");
}
}
private static object LoadScene(string relativePath)
{
if (
!File.Exists(
Path.Combine(
Application.dataPath.Substring(
0,
Application.dataPath.Length - "Assets".Length
),
relativePath
)
)
)
{
return new ErrorResponse($"Scene file not found at '{relativePath}'.");
}
// Check for unsaved changes in the current scene
if (EditorSceneManager.GetActiveScene().isDirty)
{
// Optionally prompt the user or save automatically before loading
return new ErrorResponse(
"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
);
// Example: bool saveOK = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
// if (!saveOK) return new ErrorResponse("Load cancelled by user.");
}
try
{
EditorSceneManager.OpenScene(relativePath, OpenSceneMode.Single);
return new SuccessResponse(
$"Scene '{relativePath}' loaded successfully.",
new
{
path = relativePath,
name = Path.GetFileNameWithoutExtension(relativePath),
}
);
}
catch (Exception e)
{
return new ErrorResponse($"Error loading scene '{relativePath}': {e.Message}");
}
}
private static object LoadScene(int buildIndex)
{
if (buildIndex < 0 || buildIndex >= SceneManager.sceneCountInBuildSettings)
{
return new ErrorResponse(
$"Invalid build index: {buildIndex}. Must be between 0 and {SceneManager.sceneCountInBuildSettings - 1}."
);
}
// Check for unsaved changes
if (EditorSceneManager.GetActiveScene().isDirty)
{
return new ErrorResponse(
"Current scene has unsaved changes. Please save or discard changes before loading a new scene."
);
}
try
{
string scenePath = SceneUtility.GetScenePathByBuildIndex(buildIndex);
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
return new SuccessResponse(
$"Scene at build index {buildIndex} ('{scenePath}') loaded successfully.",
new
{
path = scenePath,
name = Path.GetFileNameWithoutExtension(scenePath),
buildIndex = buildIndex,
}
);
}
catch (Exception e)
{
return new ErrorResponse(
$"Error loading scene with build index {buildIndex}: {e.Message}"
);
}
}
private static object SaveScene(string fullPath, string relativePath)
{
try
{
Scene currentScene = EditorSceneManager.GetActiveScene();
if (!currentScene.IsValid())
{
return new ErrorResponse("No valid scene is currently active to save.");
}
bool saved;
string finalPath = currentScene.path; // Path where it was last saved or will be saved
if (!string.IsNullOrEmpty(relativePath) && currentScene.path != relativePath)
{
// Save As...
// Ensure directory exists
string dir = Path.GetDirectoryName(fullPath);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
saved = EditorSceneManager.SaveScene(currentScene, relativePath);
finalPath = relativePath;
}
else
{
// Save (overwrite existing or save untitled)
if (string.IsNullOrEmpty(currentScene.path))
{
// Scene is untitled, needs a path
return new ErrorResponse(
"Cannot save an untitled scene without providing a 'name' and 'path'. Use Save As functionality."
);
}
saved = EditorSceneManager.SaveScene(currentScene);
}
if (saved)
{
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
return new SuccessResponse(
$"Scene '{currentScene.name}' saved successfully to '{finalPath}'.",
new { path = finalPath, name = currentScene.name }
);
}
else
{
return new ErrorResponse($"Failed to save scene '{currentScene.name}'.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Error saving scene: {e.Message}");
}
}
private static object CaptureScreenshot(SceneCommand cmd)
{
try
{
string fileName = cmd.fileName;
int resolvedSuperSize = (cmd.superSize.HasValue && cmd.superSize.Value > 0) ? cmd.superSize.Value : 1;
bool includeImage = cmd.includeImage ?? false;
int maxResolution = cmd.maxResolution ?? 0; // 0 = let ScreenshotUtility default to 640
string cameraRef = cmd.camera;
string captureSource = string.IsNullOrWhiteSpace(cmd.captureSource)
? "game_view"
: cmd.captureSource.Trim().ToLowerInvariant();
if (captureSource != "game_view" && captureSource != "scene_view")
{
return new ErrorResponse(
$"Invalid capture_source '{cmd.captureSource}'. Valid values: 'game_view', 'scene_view'.");
}
if (captureSource == "scene_view")
{
if (resolvedSuperSize > 1)
{
return new ErrorResponse(
"capture_source='scene_view' does not support super_size above 1. Remove 'super_size' or use capture_source='game_view'.");
}
if (!string.IsNullOrEmpty(cmd.batch))
{
return new ErrorResponse(
"capture_source='scene_view' does not support batch modes. Use capture_source='game_view' for batch capture.");
}
if (cmd.viewPosition.HasValue || cmd.viewRotation.HasValue)
{
return new ErrorResponse(
"capture_source='scene_view' does not support view_position/view_rotation. Use view_target to frame a Scene View object.");
}
if (!string.IsNullOrEmpty(cameraRef))
{
return new ErrorResponse(
"capture_source='scene_view' does not support camera selection. Remove 'camera' or use capture_source='game_view'.");
}
return CaptureSceneViewScreenshot(cmd, fileName, resolvedSuperSize, includeImage, maxResolution);
}
// Batch capture (e.g., "surround" for 6 angles around the scene)
if (!string.IsNullOrEmpty(cmd.batch))
{
if (cmd.batch.Equals("surround", StringComparison.OrdinalIgnoreCase))
return CaptureSurroundBatch(cmd);
if (cmd.batch.Equals("orbit", StringComparison.OrdinalIgnoreCase))
return CaptureOrbitBatch(cmd);
return new ErrorResponse($"Unknown batch mode: '{cmd.batch}'. Valid modes: 'surround', 'orbit'.");
}
// Positioned view-based capture (creates temp camera at view_position, aimed at view_target)
if ((cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null) || cmd.viewPosition.HasValue)
{
return CapturePositionedScreenshot(cmd);
}
// Batch mode warning
if (Application.isBatchMode)
{
McpLog.Warn("[ManageScene] Screenshot capture in batch mode uses camera-based fallback. Results may vary.");
}
// Resolve camera target
Camera targetCamera = null;
if (!string.IsNullOrEmpty(cameraRef))
{
targetCamera = ResolveCamera(cameraRef);
if (targetCamera == null)
{
return new ErrorResponse($"Camera '{cameraRef}' not found. Provide a Camera GameObject name, path, or instance ID.");
}
}
// When include_image is requested but no specific camera, use composited capture
// (ScreenCapture.CaptureScreenshotAsTexture) which captures UI Toolkit overlays.
// When a specific camera IS requested, use camera-based capture.
if (targetCamera != null)
{
if (!Application.isBatchMode) EnsureGameView();
string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
ScreenshotCaptureResult result = ScreenshotUtility.CaptureFromCameraToProjectFolder(
targetCamera, fileName, resolvedSuperSize, ensureUniqueFileName: true,
includeImage: includeImage, maxResolution: maxResolution,
folderOverride: folderOverride);
if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {targetCamera.name}).";
return new SuccessResponse(message, BuildScreenshotResponseData(result, targetCamera.name, includeImage));
}
if (includeImage && Application.isPlaying)
{
if (!Application.isBatchMode) EnsureGameView();
string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
ScreenshotCaptureResult result = ScreenshotUtility.CaptureComposited(
fileName, resolvedSuperSize, ensureUniqueFileName: true,
includeImage: true, maxResolution: maxResolution,
folderOverride: folderOverride);
if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
string cameraName = Camera.main != null ? Camera.main.name : "composited";
string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {cameraName}).";
return new SuccessResponse(message, BuildScreenshotResponseData(result, cameraName, includeImage: true));
}
if (includeImage)
{
// Not in play mode — fall back to camera-based capture
targetCamera = Camera.main;
if (targetCamera == null)
{
var allCams = UnityFindObjectsCompat.FindAll<Camera>();
targetCamera = allCams.Length > 0 ? allCams[0] : null;
}
if (targetCamera == null)
{
return new ErrorResponse("No camera found in the scene. Add a Camera to use screenshot with include_image outside of Play mode.");
}
if (!Application.isBatchMode) EnsureGameView();
string folderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
ScreenshotCaptureResult result;
try
{
result = ScreenshotUtility.CaptureFromCameraToProjectFolder(
targetCamera, fileName, resolvedSuperSize, ensureUniqueFileName: true,
includeImage: includeImage, maxResolution: maxResolution,
folderOverride: folderOverride);
}
catch (InvalidOperationException ex)
{
return new ErrorResponse(ex.Message);
}
if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
string message = $"Screenshot captured to '{result.ProjectRelativePath}' (camera: {targetCamera.name}).";
var data = new Dictionary<string, object>
{
{ "path", result.ProjectRelativePath },
{ "fullPath", result.FullPath },
{ "superSize", result.SuperSize },
{ "isAsync", false },
{ "camera", targetCamera.name },
{ "captureSource", "game_view" },
};
if (includeImage && result.ImageBase64 != null)
{
data["imageBase64"] = result.ImageBase64;
data["imageWidth"] = result.ImageWidth;
data["imageHeight"] = result.ImageHeight;
}
return new SuccessResponse(message, BuildScreenshotResponseData(result, targetCamera.name, includeImage));
}
// Default path: ScreenCapture API for 2022.1+, camera fallback required on older versions.
#if !UNITY_2022_1_OR_NEWER
bool hasCameraFallback = Camera.main != null || UnityFindObjectsCompat.FindAll<Camera>().Length > 0;
if (!hasCameraFallback)
{
return new ErrorResponse(
"No camera found in the scene. Screenshot capture on Unity versions before 2022.1 requires a Camera in the scene."
);
}
#endif
if (!Application.isBatchMode) EnsureGameView();
string defaultFolderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
ScreenshotCaptureResult defaultResult;
try
{
defaultResult = ScreenshotUtility.CaptureToProjectFolder(
fileName, resolvedSuperSize, ensureUniqueFileName: true,
folderOverride: defaultFolderOverride);
}
catch (InvalidOperationException ex)
{
return new ErrorResponse(ex.Message);
}
if (ScreenshotUtility.IsUnderAssets(defaultResult.ProjectRelativePath))
{
if (defaultResult.IsAsync)
ScheduleAssetImportWhenFileExists(defaultResult.ProjectRelativePath, defaultResult.FullPath, timeoutSeconds: 30.0);
else
AssetDatabase.ImportAsset(defaultResult.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
}
string verb = defaultResult.IsAsync ? "Screenshot requested" : "Screenshot captured";
return new SuccessResponse(
$"{verb} to '{defaultResult.ProjectRelativePath}'.",
new
{
path = defaultResult.ProjectRelativePath,
fullPath = defaultResult.FullPath,
superSize = defaultResult.SuperSize,
isAsync = defaultResult.IsAsync,
captureSource = "game_view",
}
);
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing screenshot: {e.Message}");
}
}
private static Dictionary<string, object> BuildScreenshotResponseData(
ScreenshotCaptureResult result,
string cameraName,
bool includeImage)
{
var data = new Dictionary<string, object>
{
{ "path", result.ProjectRelativePath },
{ "fullPath", result.FullPath },
{ "superSize", result.SuperSize },
{ "isAsync", false },
{ "camera", cameraName },
{ "captureSource", "game_view" },
};
if (includeImage && result.ImageBase64 != null)
{
data["imageBase64"] = result.ImageBase64;
data["imageWidth"] = result.ImageWidth;
data["imageHeight"] = result.ImageHeight;
}
return data;
}
private static object CaptureSceneViewScreenshot(
SceneCommand cmd,
string fileName,
int resolvedSuperSize,
bool includeImage,
int maxResolution)
{
if (Application.isBatchMode)
{
return new ErrorResponse("capture_source='scene_view' is not supported in batch mode.");
}
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null)
{
return new ErrorResponse(
"No active Scene View found. Open a Scene View window first, then retry screenshot with capture_source='scene_view'.");
}
if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
{
var frameResult = FrameSceneView(new SceneCommand { sceneViewTarget = cmd.viewTarget });
if (frameResult is ErrorResponse)
{
return frameResult;
}
}
try
{
string sceneViewFolderOverride = ScreenshotPreferences.Resolve(cmd.outputFolder);
ScreenshotCaptureResult result;
int viewportWidth;
int viewportHeight;
try
{
result = EditorWindowScreenshotUtility.CaptureSceneViewViewportToProject(
sceneView,
fileName,
resolvedSuperSize,
ensureUniqueFileName: true,
includeImage: includeImage,
maxResolution: maxResolution,
out viewportWidth,
out viewportHeight,
folderOverride: sceneViewFolderOverride);
}
catch (InvalidOperationException ex) when (ex.Message.StartsWith("Screenshot folder", StringComparison.Ordinal))
{
return new ErrorResponse(ex.Message);
}
if (ScreenshotUtility.IsUnderAssets(result.ProjectRelativePath))
AssetDatabase.ImportAsset(result.ProjectRelativePath, ImportAssetOptions.ForceSynchronousImport);
string sceneViewName = sceneView.titleContent?.text ?? "Scene";
var data = new Dictionary<string, object>
{
{ "path", result.ProjectRelativePath },
{ "fullPath", result.FullPath },
{ "superSize", result.SuperSize },
{ "isAsync", false },
{ "camera", sceneView.camera != null ? sceneView.camera.name : "SceneCamera" },
{ "captureSource", "scene_view" },
{ "captureMode", "scene_view_viewport" },
{ "sceneViewName", sceneViewName },
{ "viewportWidth", viewportWidth },
{ "viewportHeight", viewportHeight },
};
if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
{
data["viewTarget"] = cmd.viewTarget;
}
if (includeImage && result.ImageBase64 != null)
{
data["imageBase64"] = result.ImageBase64;
data["imageWidth"] = result.ImageWidth;
data["imageHeight"] = result.ImageHeight;
}
return new SuccessResponse(
$"Scene View screenshot captured to '{result.ProjectRelativePath}' (scene view: {sceneViewName}).",
data);
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing Scene View screenshot: {e.Message}");
}
}
/// <summary>
/// Captures screenshots from 6 angles around scene bounds (or a view_target) for AI scene understanding.
/// Does NOT save to disk — returns all images as inline base64 PNGs. Always uses camera-based capture.
/// </summary>
private static object CaptureSurroundBatch(SceneCommand cmd)
{
try
{
int maxRes = cmd.maxResolution ?? 480;
Vector3 center;
float radius;
// If view_target is provided, center on that target instead of scene bounds
if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
{
var targetPos3 = VectorParsing.ParseVector3(cmd.viewTarget);
if (targetPos3.HasValue)
{
center = targetPos3.Value;
radius = 5f;
}
else
{
Scene targetScene = EditorSceneManager.GetActiveScene();
var targetGo = ResolveGameObject(cmd.viewTarget, targetScene);
if (targetGo == null)
return new ErrorResponse($"view_target '{cmd.viewTarget}' not found for batch capture.");
Bounds targetBounds = new Bounds(targetGo.transform.position, Vector3.zero);
foreach (var r in targetGo.GetComponentsInChildren<Renderer>())
{
if (r != null && r.gameObject.activeInHierarchy) targetBounds.Encapsulate(r.bounds);
}
center = targetBounds.center;
radius = targetBounds.extents.magnitude * 2.5f;
radius = Mathf.Max(radius, 5f);
}
}
else
{
// Default: calculate combined bounds of all renderers in the scene
Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
bool hasBounds = false;
var renderers = UnityFindObjectsCompat.FindAll<Renderer>();
foreach (var r in renderers)
{
if (r == null || !r.gameObject.activeInHierarchy) continue;
if (!hasBounds)
{
bounds = r.bounds;
hasBounds = true;
}
else
{
bounds.Encapsulate(r.bounds);
}
}
if (!hasBounds)
return new ErrorResponse("No renderers found in the scene. Cannot determine scene bounds for batch capture.");
center = bounds.center;
radius = bounds.extents.magnitude * 2.5f;
radius = Mathf.Max(radius, 5f);
}
// Define 6 viewpoints: front, back, left, right, top, bird's-eye (45° elevated front-right)
var angles = new[]
{
("front", new Vector3(center.x, center.y, center.z - radius)),
("back", new Vector3(center.x, center.y, center.z + radius)),
("left", new Vector3(center.x - radius, center.y, center.z)),
("right", new Vector3(center.x + radius, center.y, center.z)),
("top", new Vector3(center.x, center.y + radius, center.z)),
("bird_eye", new Vector3(center.x + radius * 0.7f, center.y + radius * 0.7f, center.z - radius * 0.7f)),
};
// Create a temporary camera
var tempGo = new GameObject("__MCP_MultiAngle_Temp_Camera__");
Camera tempCam = tempGo.AddComponent<Camera>();
tempCam.fieldOfView = 60f;
tempCam.nearClipPlane = 0.1f;
tempCam.farClipPlane = radius * 4f;
tempCam.clearFlags = CameraClearFlags.Skybox;
// Force material refresh once before capture loop
EditorApplication.QueuePlayerLoopUpdate();
SceneView.RepaintAll();
var tiles = new List<Texture2D>();
var tileLabels = new List<string>();
var shotMeta = new List<object>();
try
{
foreach (var (label, pos) in angles)
{
tempCam.transform.position = pos;
tempCam.transform.LookAt(center);
Texture2D tile = ScreenshotUtility.RenderCameraToTexture(tempCam, maxRes);
tiles.Add(tile);
tileLabels.Add(label);
shotMeta.Add(new Dictionary<string, object>
{
{ "angle", label },
{ "position", new[] { pos.x, pos.y, pos.z } },
});
}
var (compositeB64, compW, compH) = ScreenshotUtility.ComposeContactSheet(tiles, tileLabels);
string outputFolder = ResolveAbsoluteOutputFolder(cmd.outputFolder);
return new SuccessResponse(
$"Captured {shotMeta.Count} multi-angle screenshots as contact sheet ({compW}x{compH}). Scene bounds center: ({center.x:F1}, {center.y:F1}, {center.z:F1}), radius: {radius:F1}.",
new
{
sceneCenter = new[] { center.x, center.y, center.z },
sceneRadius = radius,
outputFolder = outputFolder,
imageBase64 = compositeB64,
imageWidth = compW,
imageHeight = compH,
shots = shotMeta,
}
);
}
finally
{
UnityEngine.Object.DestroyImmediate(tempGo);
}
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing batch screenshots: {e.Message}");
}
}
/// <summary>
/// Captures screenshots from a configurable orbit around a target for visual QA.
/// Supports custom azimuth count, elevation angles, distance, and FOV.
/// Returns a single composite contact-sheet image (imageBase64) plus per-shot metadata (no files saved to disk).
/// </summary>
private static object CaptureOrbitBatch(SceneCommand cmd)
{
try
{
int maxRes = cmd.maxResolution ?? 480;
int azimuthCount = Mathf.Clamp(cmd.orbitAngles ?? 8, 1, 36);
float[] elevations = cmd.orbitElevations ?? new[] { 0f, 30f, -15f };
float fov = Mathf.Clamp(cmd.orbitFov ?? 60f, 10f, 120f);
Vector3 center;
float radius;
// Resolve center and radius from view_target or scene bounds
if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
{
var targetPos3 = VectorParsing.ParseVector3(cmd.viewTarget);
if (targetPos3.HasValue)
{
center = targetPos3.Value;
radius = cmd.orbitDistance ?? 5f;
}
else
{
Scene targetScene = EditorSceneManager.GetActiveScene();
var targetGo = ResolveGameObject(cmd.viewTarget, targetScene);
if (targetGo == null)
return new ErrorResponse($"view_target '{cmd.viewTarget}' not found for orbit capture.");
Bounds targetBounds = new Bounds(targetGo.transform.position, Vector3.zero);
foreach (var r in targetGo.GetComponentsInChildren<Renderer>())
{
if (r != null && r.gameObject.activeInHierarchy) targetBounds.Encapsulate(r.bounds);
}
center = targetBounds.center;
radius = cmd.orbitDistance ?? Mathf.Max(targetBounds.extents.magnitude * 2.0f, 3f);
}
}
else
{
// Default: calculate combined bounds of all renderers in the scene
Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
bool hasBounds = false;
var renderers = UnityFindObjectsCompat.FindAll<Renderer>();
foreach (var r in renderers)
{
if (r == null || !r.gameObject.activeInHierarchy) continue;
if (!hasBounds) { bounds = r.bounds; hasBounds = true; }
else bounds.Encapsulate(r.bounds);
}
if (!hasBounds)
return new ErrorResponse("No renderers found in the scene. Cannot determine scene bounds for orbit capture.");
center = bounds.center;
radius = cmd.orbitDistance ?? Mathf.Max(bounds.extents.magnitude * 2.0f, 3f);
}
// Create a temporary camera
var tempGo = new GameObject("__MCP_OrbitCapture_Temp_Camera__");
Camera tempCam = tempGo.AddComponent<Camera>();
tempCam.fieldOfView = fov;
tempCam.nearClipPlane = 0.1f;
tempCam.farClipPlane = radius * 4f;
tempCam.clearFlags = CameraClearFlags.Skybox;
// Force material refresh once before capture loop
EditorApplication.QueuePlayerLoopUpdate();
SceneView.RepaintAll();
var tiles = new List<Texture2D>();
var tileLabels = new List<string>();
var shotMeta = new List<object>();
try
{
foreach (float elevDeg in elevations)
{
float elevRad = elevDeg * Mathf.Deg2Rad;
float y = Mathf.Sin(elevRad) * radius;
float horizontalRadius = Mathf.Cos(elevRad) * radius;
for (int i = 0; i < azimuthCount; i++)
{
float azimuthDeg = i * (360f / azimuthCount);
float azimuthRad = azimuthDeg * Mathf.Deg2Rad;
float x = Mathf.Sin(azimuthRad) * horizontalRadius;
float z = Mathf.Cos(azimuthRad) * horizontalRadius;
Vector3 pos = center + new Vector3(x, y, z);
tempCam.transform.position = pos;
tempCam.transform.LookAt(center);
string dirLabel = GetDirectionLabel(azimuthDeg);
if (azimuthCount > 8)
dirLabel += $"_{azimuthDeg:F0}deg";
string elevLabel = elevDeg > 0 ? $"above{elevDeg:F0}"
: elevDeg < 0 ? $"below{Mathf.Abs(elevDeg):F0}"
: "level";
string angleLabel = $"{dirLabel}_{elevLabel}";
Texture2D tile = ScreenshotUtility.RenderCameraToTexture(tempCam, maxRes);
tiles.Add(tile);
tileLabels.Add(angleLabel);
shotMeta.Add(new Dictionary<string, object>
{
{ "angle", angleLabel },
{ "azimuth", azimuthDeg },
{ "elevation", elevDeg },
{ "position", new[] { pos.x, pos.y, pos.z } },
});
}
}
// Compose all tiles into a single contact-sheet grid image
var (compositeB64, compW, compH) = ScreenshotUtility.ComposeContactSheet(tiles, tileLabels);
string outputFolder = ResolveAbsoluteOutputFolder(cmd.outputFolder);
return new SuccessResponse(
$"Captured {shotMeta.Count} orbit screenshots as contact sheet ({compW}x{compH}, {azimuthCount} azimuths x {elevations.Length} elevations). Center: ({center.x:F1}, {center.y:F1}, {center.z:F1}), radius: {radius:F1}.",
new
{
sceneCenter = new[] { center.x, center.y, center.z },
orbitRadius = radius,
orbitAngles = azimuthCount,
orbitElevations = elevations,
orbitFov = fov,
outputFolder = outputFolder,
imageBase64 = compositeB64,
imageWidth = compW,
imageHeight = compH,
shots = shotMeta,
}
);
}
finally
{
UnityEngine.Object.DestroyImmediate(tempGo);
}
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing orbit screenshots: {e.Message}");
}
}
/// <summary>
/// Captures a single screenshot from a temporary camera placed at view_position and aimed at view_target.
/// Returns inline base64 PNG and also saves the image to the resolved screenshot folder
/// (caller's <c>output_folder</c> override -> <c>ScreenshotPreferences.DefaultFolder</c> -> built-in <c>Assets/Screenshots</c>).
/// </summary>
private static object CapturePositionedScreenshot(SceneCommand cmd)
{
try
{
int maxRes = cmd.maxResolution ?? 640;
// Resolve where to aim
Vector3? targetPos = null;
if (cmd.viewTarget != null && cmd.viewTarget.Type != JTokenType.Null)
{
var parsedPos = VectorParsing.ParseVector3(cmd.viewTarget);
if (parsedPos.HasValue)
{
targetPos = parsedPos.Value;
}
else
{
Scene activeScene = EditorSceneManager.GetActiveScene();
var resolvedGo = ResolveGameObject(cmd.viewTarget, activeScene);
if (resolvedGo == null)
return new ErrorResponse($"view_target '{cmd.viewTarget}' not found.");
targetPos = resolvedGo.transform.position;
}
}
// Determine camera position
Vector3 camPos;
if (cmd.viewPosition.HasValue)
{
camPos = cmd.viewPosition.Value;
}
else if (targetPos.HasValue)
{
// Default: offset from view_target
camPos = targetPos.Value + new Vector3(0, 2, -5);
}
else
{
return new ErrorResponse("Provide 'view_target' or 'view_position' for a positioned screenshot.");
}
// Create temporary camera
var tempGo = new GameObject("__MCP_PositionedCapture_Temp__");
Camera tempCam = tempGo.AddComponent<Camera>();
tempCam.fieldOfView = 60f;
tempCam.nearClipPlane = 0.1f;
tempCam.farClipPlane = 1000f;
tempCam.clearFlags = CameraClearFlags.Skybox;
tempCam.transform.position = camPos;
try
{
if (cmd.viewRotation.HasValue)
tempCam.transform.rotation = Quaternion.Euler(cmd.viewRotation.Value);
else if (targetPos.HasValue)
tempCam.transform.LookAt(targetPos.Value);
var (b64, w, h) = ScreenshotUtility.RenderCameraToBase64(tempCam, maxRes);
// Resolve output folder (per-call override → user pref → built-in default).
string resolvedFolderSpec = ScreenshotPreferences.Resolve(cmd.outputFolder);
string folderAbsolute;
try
{
folderAbsolute = ScreenshotUtility.ResolveFolderAbsolute(resolvedFolderSpec);
}
catch (InvalidOperationException ex)
{
return new ErrorResponse(ex.Message);
}
Directory.CreateDirectory(folderAbsolute);
string fileName = !string.IsNullOrEmpty(cmd.fileName)
? (cmd.fileName.EndsWith(".png", System.StringComparison.OrdinalIgnoreCase) ? cmd.fileName : cmd.fileName + ".png")
: $"screenshot-{DateTime.Now:yyyyMMdd-HHmmss}.png";
string fullPath = Path.Combine(folderAbsolute, fileName);
// Ensure unique filename
if (File.Exists(fullPath))
{
string baseName = Path.GetFileNameWithoutExtension(fullPath);
string ext = Path.GetExtension(fullPath);
int counter = 1;
while (File.Exists(fullPath))
{
fullPath = Path.Combine(folderAbsolute, $"{baseName}_{counter}{ext}");
counter++;
}
}
byte[] pngBytes = System.Convert.FromBase64String(b64);
File.WriteAllBytes(fullPath, pngBytes);
string projectRoot = Path.GetFullPath(Path.Combine(Application.dataPath, "..")).Replace('\\', '/');
string normalizedFull = fullPath.Replace('\\', '/');
string normalizedRoot = projectRoot.EndsWith("/") ? projectRoot : projectRoot + "/";
string projectRelativePath = normalizedFull.StartsWith(normalizedRoot, StringComparison.OrdinalIgnoreCase)
? normalizedFull.Substring(normalizedRoot.Length)
: normalizedFull;
if (ScreenshotUtility.IsUnderAssets(projectRelativePath))
AssetDatabase.ImportAsset(projectRelativePath, ImportAssetOptions.ForceSynchronousImport);
var data = new Dictionary<string, object>
{
{ "imageBase64", b64 },
{ "imageWidth", w },
{ "imageHeight", h },
{ "viewPosition", new[] { camPos.x, camPos.y, camPos.z } },
{ "outputFolder", folderAbsolute.Replace('\\', '/') },
{ "path", projectRelativePath },
{ "fullPath", normalizedFull },
};
if (targetPos.HasValue)
data["viewTarget"] = new[] { targetPos.Value.x, targetPos.Value.y, targetPos.Value.z };
return new SuccessResponse(
$"Positioned screenshot captured (max {maxRes}px) and saved to '{projectRelativePath}'.",
data
);
}
finally
{
UnityEngine.Object.DestroyImmediate(tempGo);
}
}
catch (Exception e)
{
return new ErrorResponse($"Error capturing positioned screenshot: {e.Message}");
}
}
/// <summary>
/// Resolves the per-call/per-pref/built-in screenshot folder spec to an absolute path.
/// Propagates validation errors from <see cref="ScreenshotUtility.ResolveFolderAbsolute"/>
/// so callers can surface them rather than silently writing somewhere else.
/// </summary>
private static string ResolveAbsoluteOutputFolder(string callerOverride)
{
string spec = ScreenshotPreferences.Resolve(callerOverride);
return ScreenshotUtility.ResolveFolderAbsolute(spec).Replace('\\', '/');
}
private static string GetDirectionLabel(float azimuthDeg)
{
float a = ((azimuthDeg % 360f) + 360f) % 360f;
if (a < 22.5f || a >= 337.5f) return "front";
if (a < 67.5f) return "front_right";
if (a < 112.5f) return "right";
if (a < 157.5f) return "back_right";
if (a < 202.5f) return "back";
if (a < 247.5f) return "back_left";
if (a < 292.5f) return "left";
return "front_left";
}
/// <summary>
/// Resolves a camera by name, path, or instance ID.
/// </summary>
private static Camera ResolveCamera(string cameraRef)
{
if (string.IsNullOrEmpty(cameraRef)) return null;
// Try instance ID
if (int.TryParse(cameraRef, out int id))
{
var obj = GameObjectLookup.ResolveInstanceID(id);
if (obj is Camera cam) return cam;
if (obj is GameObject go) return go.GetComponent<Camera>();
}
// Search all cameras by name or path
var allCams = UnityFindObjectsCompat.FindAll<Camera>();
foreach (var cam in allCams)
{
if (cam.name == cameraRef) return cam;
if (cam.gameObject.name == cameraRef) return cam;
}
// Try path-based lookup
if (cameraRef.Contains("/"))
{
var ids = GameObjectLookup.SearchGameObjects("by_path", cameraRef, includeInactive: false, maxResults: 1);
if (ids.Count > 0)
{
var go = GameObjectLookup.FindById(ids[0]);
if (go != null) return go.GetComponent<Camera>();
}
}
return null;
}
/// <summary>
/// Frames the Scene View on a target GameObject or the entire scene.
/// </summary>
private static object FrameSceneView(SceneCommand cmd)
{
try
{
var sceneView = SceneView.lastActiveSceneView;
if (sceneView == null)
{
return new ErrorResponse("No active Scene View found. Open a Scene View window first.");
}
if (cmd.sceneViewTarget != null && cmd.sceneViewTarget.Type != JTokenType.Null)
{
Scene activeScene = EditorSceneManager.GetActiveScene();
GameObject target = ResolveGameObject(cmd.sceneViewTarget, activeScene);
if (target == null)
{
return new ErrorResponse($"Target GameObject '{cmd.sceneViewTarget}' not found for scene_view_frame.");
}
Bounds bounds = CalculateFrameBounds(target);
sceneView.Frame(bounds, false);
return new SuccessResponse($"Scene View framed on '{target.name}'.", new { target = target.name });
}
else
{
// Frame entire scene by computing combined bounds of all renderers
Bounds allBounds = new Bounds(Vector3.zero, Vector3.zero);
bool hasAny = false;
foreach (var r in UnityFindObjectsCompat.FindAll<Renderer>())
{
if (r == null || !r.gameObject.activeInHierarchy) continue;
if (!hasAny) { allBounds = r.bounds; hasAny = true; }
else allBounds.Encapsulate(r.bounds);
}
if (!hasAny) allBounds = new Bounds(Vector3.zero, Vector3.one * 10f);
sceneView.Frame(allBounds, false);
return new SuccessResponse("Scene View framed on entire scene.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Error framing Scene View: {e.Message}");
}
}
private static Bounds CalculateFrameBounds(GameObject target)
{
if (target == null)
return new Bounds(Vector3.zero, Vector3.one);
if (TryGetRectTransformBounds(target, out Bounds rectBounds))
return rectBounds;
if (TryGetRendererBounds(target, out Bounds rendererBounds))
return rendererBounds;
if (TryGetColliderBounds(target, out Bounds colliderBounds))
return colliderBounds;
return new Bounds(target.transform.position, Vector3.one);
}
private static bool TryGetRectTransformBounds(GameObject target, out Bounds bounds)
{
bounds = default(Bounds);
var rectTransforms = target.GetComponentsInChildren<RectTransform>(true);
bool hasBounds = false;
var corners = new Vector3[4];
foreach (var rectTransform in rectTransforms)
{
if (rectTransform == null || !rectTransform.gameObject.activeInHierarchy)
continue;
rectTransform.GetWorldCorners(corners);
for (int i = 0; i < corners.Length; i++)
{
if (!hasBounds)
{
bounds = new Bounds(corners[i], Vector3.zero);
hasBounds = true;
}
else
{
bounds.Encapsulate(corners[i]);
}
}
}
if (!hasBounds)
return false;
if (bounds.size.sqrMagnitude < 0.0001f)
bounds.Expand(1f);
return true;
}
private static bool TryGetRendererBounds(GameObject target, out Bounds bounds)
{
bounds = default(Bounds);
var renderers = target.GetComponentsInChildren<Renderer>(true);
bool hasBounds = false;
foreach (var renderer in renderers)
{
if (renderer == null || !renderer.gameObject.activeInHierarchy)
continue;
if (!hasBounds)
{
bounds = renderer.bounds;
hasBounds = true;
}
else
{
bounds.Encapsulate(renderer.bounds);
}
}
return hasBounds;
}
private static bool TryGetColliderBounds(GameObject target, out Bounds bounds)
{
bounds = default(Bounds);
var colliders = target.GetComponentsInChildren<Collider>(true);
bool hasBounds = false;
foreach (var collider in colliders)
{
if (collider == null || !collider.gameObject.activeInHierarchy)
continue;
if (!hasBounds)
{
bounds = collider.bounds;
hasBounds = true;
}
else
{
bounds.Encapsulate(collider.bounds);
}
}
var colliders2D = target.GetComponentsInChildren<Collider2D>(true);
foreach (var collider in colliders2D)
{
if (collider == null || !collider.gameObject.activeInHierarchy)
continue;
if (!hasBounds)
{
bounds = collider.bounds;
hasBounds = true;
}
else
{
bounds.Encapsulate(collider.bounds);
}
}
return hasBounds;
}
private static void EnsureGameView()
{
try
{
// Ensure a Game View exists and has a chance to repaint before capture.
try
{
if (!EditorApplication.ExecuteMenuItem("Window/General/Game"))
{
// Some Unity versions expose hotkey suffixes in menu paths.
EditorApplication.ExecuteMenuItem("Window/General/Game %2");
}
}
catch (Exception e)
{
try { McpLog.Debug($"[ManageScene] screenshot: failed to open Game View via menu item: {e.Message}"); } catch { }
}
try
{
var gameViewType = Type.GetType("UnityEditor.GameView,UnityEditor");
if (gameViewType != null)
{
var window = EditorWindow.GetWindow(gameViewType);
window?.Repaint();
}
}
catch (Exception e)
{
try { McpLog.Debug($"[ManageScene] screenshot: failed to repaint Game View: {e.Message}"); } catch { }
}
try { SceneView.RepaintAll(); }
catch (Exception e)
{
try { McpLog.Debug($"[ManageScene] screenshot: failed to repaint Scene View: {e.Message}"); } catch { }
}
try { EditorApplication.QueuePlayerLoopUpdate(); }
catch (Exception e)
{
try { McpLog.Debug($"[ManageScene] screenshot: failed to queue player loop update: {e.Message}"); } catch { }
}
}
catch (Exception e)
{
try { McpLog.Debug($"[ManageScene] screenshot: EnsureGameView failed: {e.Message}"); } catch { }
}
}
private static void ScheduleAssetImportWhenFileExists(string assetsRelativePath, string fullPath, double timeoutSeconds)
{
if (string.IsNullOrWhiteSpace(assetsRelativePath) || string.IsNullOrWhiteSpace(fullPath))
{
McpLog.Warn("[ManageScene] ScheduleAssetImportWhenFileExists: invalid paths provided, skipping import scheduling.");
return;
}
double start = EditorApplication.timeSinceStartup;
int failureCount = 0;
bool hasSeenFile = false;
const int maxLoggedFailures = 3;
EditorApplication.CallbackFunction tick = null;
tick = () =>
{
try
{
if (File.Exists(fullPath))
{
hasSeenFile = true;
AssetDatabase.ImportAsset(assetsRelativePath, ImportAssetOptions.ForceSynchronousImport);
McpLog.Debug($"[ManageScene] Imported asset at '{assetsRelativePath}'.");
EditorApplication.update -= tick;
return;
}
}
catch (Exception e)
{
failureCount++;
if (failureCount <= maxLoggedFailures)
{
McpLog.Warn($"[ManageScene] Exception while importing asset '{assetsRelativePath}' from '{fullPath}' (attempt {failureCount}): {e}");
}
}
if (EditorApplication.timeSinceStartup - start > timeoutSeconds)
{
if (!hasSeenFile)
McpLog.Warn($"[ManageScene] Timed out waiting for file '{fullPath}' (asset: '{assetsRelativePath}') after {timeoutSeconds:F1} seconds. The asset was not imported.");
else
McpLog.Warn($"[ManageScene] Timed out importing asset '{assetsRelativePath}' from '{fullPath}' after {timeoutSeconds:F1} seconds. The file existed but the asset was not imported.");
EditorApplication.update -= tick;
}
};
EditorApplication.update += tick;
}
// ── Multi-scene editing ────────────────────────────────────────────
private static object LoadSceneAdditive(string scenePath)
{
string projectRoot = Application.dataPath.Substring(0, Application.dataPath.Length - "Assets".Length);
if (!File.Exists(Path.Combine(projectRoot, scenePath)))
return new ErrorResponse($"Scene not found: '{scenePath}'");
var existing = SceneManager.GetSceneByPath(scenePath);
if (existing.IsValid() && existing.isLoaded)
return new ErrorResponse($"Scene '{existing.name}' is already loaded.");
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
return new SuccessResponse($"Opened '{scene.name}' additively.", new
{
sceneName = scene.name,
scenePath = scene.path,
loadedSceneCount = SceneManager.sceneCount
});
}
private static object CloseScene(SceneCommand cmd)
{
var scene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
if (!scene.HasValue)
return new ErrorResponse("Scene not found among loaded scenes. Provide 'sceneName' or 'scenePath'.");
if (SceneManager.sceneCount <= 1)
return new ErrorResponse("Cannot close the last loaded scene.");
if (scene.Value.isDirty)
return new ErrorResponse($"Scene '{scene.Value.name}' has unsaved changes. Save first or data will be lost.");
string capturedName = scene.Value.name;
bool remove = cmd.removeScene ?? false;
bool closed = EditorSceneManager.CloseScene(scene.Value, remove);
string verb = remove ? "Removed" : "Unloaded";
if (!closed)
return new ErrorResponse($"Failed to {verb.ToLowerInvariant()} scene '{capturedName}'.");
return new SuccessResponse($"{verb} scene '{capturedName}'.", new
{
sceneName = capturedName,
removed = remove,
loadedSceneCount = SceneManager.sceneCount
});
}
private static object SetActiveScene(SceneCommand cmd)
{
var scene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
if (!scene.HasValue)
return new ErrorResponse("Scene not found among loaded scenes. Provide 'sceneName' or 'scenePath'.");
if (!scene.Value.isLoaded)
return new ErrorResponse($"Scene '{scene.Value.name}' is not loaded. Open it first.");
string capturedName = scene.Value.name;
bool success = SceneManager.SetActiveScene(scene.Value);
if (!success)
return new ErrorResponse($"Failed to set '{capturedName}' as the active scene.");
return new SuccessResponse($"Set '{capturedName}' as the active scene.");
}
private static object GetLoadedScenes()
{
var activeScene = SceneManager.GetActiveScene();
var scenes = new List<object>();
for (int i = 0; i < SceneManager.sceneCount; i++)
{
var s = SceneManager.GetSceneAt(i);
scenes.Add(new
{
name = s.name,
path = s.path,
buildIndex = s.buildIndex,
isLoaded = s.isLoaded,
isDirty = s.isDirty,
isActive = s == activeScene,
rootCount = s.isLoaded ? s.rootCount : 0
});
}
return new SuccessResponse($"{scenes.Count} scene(s) loaded.", new { scenes });
}
private static object MoveToScene(SceneCommand cmd)
{
if (string.IsNullOrEmpty(cmd.target))
return new ErrorResponse("'target' (GameObject name/path/instanceID) is required for move_to_scene.");
var go = ResolveGameObject(new JValue(cmd.target), SceneManager.GetActiveScene());
if (go == null)
return new ErrorResponse($"GameObject not found: '{cmd.target}'");
if (go.transform.parent != null)
return new ErrorResponse($"'{go.name}' is not a root GameObject. Only root objects can be moved between scenes.");
var targetScene = FindLoadedScene(cmd.sceneName ?? cmd.name, cmd.scenePath);
if (!targetScene.HasValue)
return new ErrorResponse("Target scene not found. Provide 'sceneName' or 'scenePath'.");
if (!targetScene.Value.isLoaded)
return new ErrorResponse($"Target scene '{targetScene.Value.name}' is not loaded.");
SceneManager.MoveGameObjectToScene(go, targetScene.Value);
return new SuccessResponse($"Moved '{go.name}' to scene '{targetScene.Value.name}'.");
}
// ModifyBuildSettings removed — use manage_build(action="scenes") instead.
// ── Scene templates ────────────────────────────────────────────────
private static object CreateSceneFromTemplate(string fullPath, string relativePath, string template)
{
NewSceneSetup setup;
switch (template)
{
case "empty":
setup = NewSceneSetup.EmptyScene;
break;
case "default":
case "3d_basic":
case "2d_basic":
setup = NewSceneSetup.DefaultGameObjects;
break;
default:
return new ErrorResponse(
$"Unknown template: '{template}'. Valid: empty, default, 3d_basic, 2d_basic.");
}
if (!string.IsNullOrEmpty(fullPath) && File.Exists(fullPath))
return new ErrorResponse($"Scene already exists at '{relativePath}'. Delete it first or use a different name.");
var scene = EditorSceneManager.NewScene(setup, NewSceneMode.Single);
if (template == "3d_basic")
{
var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
plane.name = "Ground";
plane.transform.position = Vector3.zero;
}
else if (template == "2d_basic")
{
var cam = Camera.main;
if (cam != null)
cam.orthographic = true;
}
if (!string.IsNullOrEmpty(fullPath) && !string.IsNullOrEmpty(relativePath))
{
string dir = Path.GetDirectoryName(fullPath);
if (!string.IsNullOrEmpty(dir))
Directory.CreateDirectory(dir);
if (!EditorSceneManager.SaveScene(scene, relativePath))
return new ErrorResponse($"Scene created in memory but failed to save to '{relativePath}'.");
}
return new SuccessResponse($"Created scene from template '{template}'.", new
{
sceneName = scene.name,
scenePath = scene.path,
template,
rootObjectCount = scene.rootCount
});
}
// ── Scene validation ───────────────────────────────────────────────
private static object ValidateScene(bool autoRepair)
{
var activeScene = SceneManager.GetActiveScene();
var rootObjects = activeScene.GetRootGameObjects();
int missingScripts = 0;
int brokenPrefabs = 0;
int repaired = 0;
var issues = new List<object>();
const int maxIssues = 200;
foreach (var root in rootObjects)
{
var allTransforms = root.GetComponentsInChildren<Transform>(true);
foreach (var t in allTransforms)
{
var go = t.gameObject;
int missing = GameObjectUtility.GetMonoBehavioursWithMissingScriptCount(go);
if (missing > 0)
{
missingScripts += missing;
if (issues.Count < maxIssues)
{
issues.Add(new
{
type = "missing_script",
gameObject = go.name,
path = GetGameObjectPath(go),
count = missing
});
}
if (autoRepair)
{
Undo.RegisterCompleteObjectUndo(go, "Remove Missing Scripts");
repaired += GameObjectUtility.RemoveMonoBehavioursWithMissingScript(go);
}
}
var prefabStatus = PrefabUtility.GetPrefabInstanceStatus(go);
if (prefabStatus == PrefabInstanceStatus.MissingAsset)
{
brokenPrefabs++;
if (issues.Count < maxIssues)
{
issues.Add(new
{
type = "broken_prefab",
gameObject = go.name,
path = GetGameObjectPath(go),
status = prefabStatus.ToString()
});
}
}
}
}
if (repaired > 0)
EditorSceneManager.MarkSceneDirty(activeScene);
int totalIssues = missingScripts + brokenPrefabs;
string message = totalIssues == 0
? $"Scene '{activeScene.name}' is clean — no issues found."
: $"Scene '{activeScene.name}' has {totalIssues} issue(s).";
if (repaired > 0)
message += $" Auto-repaired {repaired} missing script(s). Use undo to revert.";
return new SuccessResponse(message, new
{
sceneName = activeScene.name,
totalIssues,
missingScripts,
brokenPrefabs,
repaired,
issues,
truncated = issues.Count > maxIssues || (totalIssues > issues.Count),
note = brokenPrefabs > 0 ? "Broken prefab references are not auto-repaired (too risky). Fix manually." : null
});
}
private static object GetActiveSceneInfo()
{
try
{
try { McpLog.Info("[ManageScene] get_active: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
Scene activeScene = EditorSceneManager.GetActiveScene();
try { McpLog.Info($"[ManageScene] get_active: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
if (!activeScene.IsValid())
{
return new ErrorResponse("No active scene found.");
}
var sceneInfo = new
{
name = activeScene.name,
path = activeScene.path,
buildIndex = activeScene.buildIndex, // -1 if not in build settings
isDirty = activeScene.isDirty,
isLoaded = activeScene.isLoaded,
rootCount = activeScene.rootCount,
};
return new SuccessResponse("Retrieved active scene information.", sceneInfo);
}
catch (Exception e)
{
try { McpLog.Error($"[ManageScene] get_active: exception {e.Message}"); } catch { }
return new ErrorResponse($"Error getting active scene info: {e.Message}");
}
}
private static object GetBuildSettingsScenes()
{
try
{
var scenes = new List<object>();
for (int i = 0; i < EditorBuildSettings.scenes.Length; i++)
{
var scene = EditorBuildSettings.scenes[i];
scenes.Add(
new
{
path = scene.path,
guid = scene.guid.ToString(),
enabled = scene.enabled,
buildIndex = i, // Actual build index considering only enabled scenes might differ
}
);
}
return new SuccessResponse("Retrieved scenes from Build Settings.", scenes);
}
catch (Exception e)
{
return new ErrorResponse($"Error getting scenes from Build Settings: {e.Message}");
}
}
private static object GetSceneHierarchyPaged(SceneCommand cmd)
{
try
{
// Check Prefab Stage first
var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
Scene activeScene;
if (prefabStage != null)
{
activeScene = prefabStage.scene;
try { McpLog.Info("[ManageScene] get_hierarchy: using Prefab Stage scene", always: false); } catch { }
}
else
{
try { McpLog.Info("[ManageScene] get_hierarchy: querying EditorSceneManager.GetActiveScene", always: false); } catch { }
activeScene = EditorSceneManager.GetActiveScene();
}
try { McpLog.Info($"[ManageScene] get_hierarchy: got scene valid={activeScene.IsValid()} loaded={activeScene.isLoaded} name='{activeScene.name}'", always: false); } catch { }
if (!activeScene.IsValid() || !activeScene.isLoaded)
{
return new ErrorResponse(
"No valid and loaded scene is active to get hierarchy from."
);
}
// Defaults tuned for safety; callers can override but we clamp to sane maxes.
// NOTE: pageSize is "items per page", not "number of pages".
// Keep this conservative to reduce peak response sizes when callers omit page_size.
int resolvedPageSize = Mathf.Clamp(cmd.pageSize ?? 50, 1, 500);
int resolvedCursor = Mathf.Max(0, cmd.cursor ?? 0);
int resolvedMaxNodes = Mathf.Clamp(cmd.maxNodes ?? 1000, 1, 5000);
int effectiveTake = Mathf.Min(resolvedPageSize, resolvedMaxNodes);
int resolvedMaxChildrenPerNode = Mathf.Clamp(cmd.maxChildrenPerNode ?? 200, 0, 2000);
bool includeTransform = cmd.includeTransform ?? false;
// NOTE: maxDepth is accepted for forward-compatibility, but current paging mode
// returns a single level (roots or direct children). This keeps payloads bounded.
List<GameObject> nodes;
string scope;
GameObject parentGo = ResolveGameObject(cmd.parent, activeScene);
if (cmd.parent == null || cmd.parent.Type == JTokenType.Null)
{
try { McpLog.Info("[ManageScene] get_hierarchy: listing root objects (paged summary)", always: false); } catch { }
nodes = activeScene.GetRootGameObjects().Where(go => go != null).ToList();
scope = "roots";
}
else
{
if (parentGo == null)
{
return new ErrorResponse($"Parent GameObject ('{cmd.parent}') not found.");
}
try { McpLog.Info($"[ManageScene] get_hierarchy: listing children of '{parentGo.name}' (paged summary)", always: false); } catch { }
nodes = new List<GameObject>(parentGo.transform.childCount);
foreach (Transform child in parentGo.transform)
{
if (child != null) nodes.Add(child.gameObject);
}
scope = "children";
}
int total = nodes.Count;
if (resolvedCursor > total) resolvedCursor = total;
int end = Mathf.Min(total, resolvedCursor + effectiveTake);
var items = new List<object>(Mathf.Max(0, end - resolvedCursor));
for (int i = resolvedCursor; i < end; i++)
{
var go = nodes[i];
if (go == null) continue;
items.Add(BuildGameObjectSummary(go, includeTransform, resolvedMaxChildrenPerNode));
}
bool truncated = end < total;
string nextCursor = truncated ? end.ToString() : null;
var payload = new
{
scope = scope,
cursor = resolvedCursor,
pageSize = effectiveTake,
next_cursor = nextCursor,
truncated = truncated,
total = total,
items = items,
};
var resp = new SuccessResponse($"Retrieved hierarchy page for scene '{activeScene.name}'.", payload);
try { McpLog.Info("[ManageScene] get_hierarchy: success", always: false); } catch { }
return resp;
}
catch (Exception e)
{
try { McpLog.Error($"[ManageScene] get_hierarchy: exception {e.Message}"); } catch { }
return new ErrorResponse($"Error getting scene hierarchy: {e.Message}");
}
}
private static GameObject ResolveGameObject(JToken targetToken, Scene activeScene)
{
if (targetToken == null || targetToken.Type == JTokenType.Null) return null;
try
{
if (targetToken.Type == JTokenType.Integer || int.TryParse(targetToken.ToString(), out _))
{
if (int.TryParse(targetToken.ToString(), out int id))
{
var obj = GameObjectLookup.ResolveInstanceID(id);
if (obj is GameObject go) return go;
if (obj is Component c) return c.gameObject;
}
}
}
catch { }
string s = targetToken.ToString();
if (string.IsNullOrEmpty(s)) return null;
// Path-based find (e.g., "Root/Child/GrandChild")
if (s.Contains("/"))
{
try
{
var ids = GameObjectLookup.SearchGameObjects("by_path", s, includeInactive: true, maxResults: 1);
if (ids.Count > 0)
{
var byPath = GameObjectLookup.FindById(ids[0]);
if (byPath != null) return byPath;
}
}
catch { }
}
// Name-based find (first match, includes inactive)
try
{
var all = activeScene.GetRootGameObjects();
foreach (var root in all)
{
if (root == null) continue;
if (root.name == s) return root;
var trs = root.GetComponentsInChildren<Transform>(includeInactive: true);
foreach (var t in trs)
{
if (t != null && t.gameObject != null && t.gameObject.name == s) return t.gameObject;
}
}
}
catch { }
return null;
}
private static object BuildGameObjectSummary(GameObject go, bool includeTransform, int maxChildrenPerNode)
{
if (go == null) return null;
int childCount = 0;
try { childCount = go.transform != null ? go.transform.childCount : 0; } catch { }
bool childrenTruncated = childCount > 0; // We do not inline children in summary mode.
// Get component type names (lightweight - no full serialization)
var componentTypes = new List<string>();
try
{
var components = go.GetComponents<Component>();
if (components != null)
{
foreach (var c in components)
{
if (c != null)
{
componentTypes.Add(c.GetType().Name);
}
}
}
}
catch (Exception ex)
{
McpLog.Debug($"[ManageScene] Failed to enumerate components for '{go.name}': {ex.Message}");
}
var d = new Dictionary<string, object>
{
{ "name", go.name },
{ "instanceID", go.GetInstanceIDCompat() },
{ "activeSelf", go.activeSelf },
{ "activeInHierarchy", go.activeInHierarchy },
{ "tag", go.tag },
{ "layer", go.layer },
{ "isStatic", go.isStatic },
{ "path", GetGameObjectPath(go) },
{ "childCount", childCount },
{ "childrenTruncated", childrenTruncated },
{ "childrenCursor", childCount > 0 ? "0" : null },
{ "childrenPageSizeDefault", maxChildrenPerNode },
{ "componentTypes", componentTypes },
};
if (includeTransform && go.transform != null)
{
var t = go.transform;
d["transform"] = new
{
position = new[] { t.localPosition.x, t.localPosition.y, t.localPosition.z },
rotation = new[] { t.localRotation.eulerAngles.x, t.localRotation.eulerAngles.y, t.localRotation.eulerAngles.z },
scale = new[] { t.localScale.x, t.localScale.y, t.localScale.z },
};
}
return d;
}
private static string GetGameObjectPath(GameObject go)
{
if (go == null) return string.Empty;
try
{
var names = new Stack<string>();
Transform t = go.transform;
while (t != null)
{
names.Push(t.name);
t = t.parent;
}
return string.Join("/", names);
}
catch
{
return go.name;
}
}
}
}