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Rename namespace and public facing plugin output from "Unity MCP" to "MCP for Unity" (#225)
* refactor: rename namespace from UnityMcpBridge to MCPForUnity across all files See thread in #6, we can't use Unity MCP because it violates their trademark. That name makes us look affiliated. We can use MCP for Unity * Change package display name, menu item and menu titles These are front facing so has to change for Unity asset store review * Misc name changes in logs and comments for better consistency * chore: update editor window title from 'MCP Editor' to 'MCP for Unity' * refactor: update branding from UNITY-MCP to MCP-FOR-UNITY across all log messages and warnings * chore: rename Unity MCP to MCP For Unity across all files and bump version to 2.1.2 * docs: update restore script title to clarify Unity MCP naming * Fix usage instructions * chore: update log messages to use MCP For Unity branding instead of UnityMCP * Add a README inside plugin, required for distributing via the asset store * docs: update Unity port description and fix typo in troubleshooting section * Address Rabbit feedback * Update Editor prefs to use new name Prevents overlap with other Unity MCPs, happy to revert if it's too much * refactor: rename server logger and identifier from unity-mcp-server to mcp-for-unity-server * Standardize casing of renamed project to "MCP for Unity", as it is on the asset store * Remove unused folder * refactor: rename Unity MCP to MCP for Unity across codebase * Update dangling references * docs: update product name from UnityMCP to MCP for Unity in README * Update log and comments for new name
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CursorHelp.md

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### Cursor/VSCode/Windsurf: UV path issue on Windows (diagnosis and fix)
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#### The issue
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- Some Windows machines have multiple `uv.exe` locations. Our auto-config sometimes picked a less stable path, causing the MCP client to fail to launch the Unity MCP Server or for the path to be auto-rewritten on repaint/restart.
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- Some Windows machines have multiple `uv.exe` locations. Our auto-config sometimes picked a less stable path, causing the MCP client to fail to launch the MCP for Unity Server or for the path to be auto-rewritten on repaint/restart.
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#### Typical symptoms
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- Cursor shows the UnityMCP server but never connects or reports it “can’t start.”
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- Your `%USERPROFILE%\\.cursor\\mcp.json` flips back to a different `command` path when Unity or the Unity MCP window refreshes.
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- Cursor shows the MCP for Unity server but never connects or reports it “can’t start.”
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- Your `%USERPROFILE%\\.cursor\\mcp.json` flips back to a different `command` path when Unity or the MCP for Unity window refreshes.
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#### Real-world example
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- Wrong/fragile path (auto-picked):
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- `C:\Users\mrken\AppData\Local\Microsoft\WinGet\Links\uv.exe`
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#### Quick fix (recommended)
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1) In Unity: `Window > Unity MCP` → select your MCP client (Cursor or Windsurf)
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2) If you see “uv Not Found,” click “Choose UV Install Location” and browse to:
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1) In MCP for Unity: `Window > MCP for Unity` → select your MCP client (Cursor or Windsurf)
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2) If you see “uv Not Found,” click “Choose `uv` Install Location” and browse to:
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- `C:\Users\<YOU>\AppData\Local\Microsoft\WinGet\Links\uv.exe`
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3) If uv is already found but wrong, still click “Choose UV Install Location” and select the `Links\uv.exe` path above. This saves a persistent override.
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3) If uv is already found but wrong, still click “Choose `uv` Install Location” and select the `Links\uv.exe` path above. This saves a persistent override.
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4) Click “Auto Configure” (or re-open the client) and restart Cursor.
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This sets an override stored in the Editor (key: `UnityMCP.UvPath`) so UnityMCP won’t auto-rewrite the config back to a different `uv.exe` later.
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This sets an override stored in the Editor (key: `MCPForUnity.UvPath`) so MCP for Unity won’t auto-rewrite the config back to a different `uv.exe` later.
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#### Verify the fix
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- Confirm global Cursor config is at: `%USERPROFILE%\\.cursor\\mcp.json`
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Recommended practice
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- Prefer the WinGet Links shim paths above. If present, select one via “Choose UV Install Location”.
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- If the unity window keeps rewriting to a different `uv.exe`, pick the Links shim again; Unity MCP saves a pinned override and will stop auto-rewrites.
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- Prefer the WinGet Links shim paths above. If present, select one via “Choose `uv` Install Location”.
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- If the unity window keeps rewriting to a different `uv.exe`, pick the Links shim again; MCP for Unity saves a pinned override and will stop auto-rewrites.
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- If neither Links path exists, a reasonable fallback is `~/.local/bin/uv.exe` (uv tools bin) or a Scoop shim, but Links is preferred for stability.
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References

README-DEV.md

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# Unity MCP Development Tools
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# MCP for Unity Development Tools
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Welcome to the Unity MCP development environment! This directory contains tools and utilities to streamline Unity MCP core development.
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Welcome to the MCP for Unity development environment! This directory contains tools and utilities to streamline MCP for Unity core development.
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## 🚀 Available Development Features
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### ✅ Development Deployment Scripts
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Quick deployment and testing tools for Unity MCP core changes.
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Quick deployment and testing tools for MCP for Unity core changes.
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### 🔄 Coming Soon
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- **Development Mode Toggle**: Built-in Unity editor development features
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- **Hot Reload System**: Real-time code updates without Unity restarts
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- **Plugin Development Kit**: Tools for creating custom Unity MCP extensions
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- **Plugin Development Kit**: Tools for creating custom MCP for Unity extensions
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- **Automated Testing Suite**: Comprehensive testing framework for contributions
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- **Debug Dashboard**: Advanced debugging and monitoring tools
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---
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## Development Deployment Scripts
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These deployment scripts help you quickly test changes to Unity MCP core code.
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These deployment scripts help you quickly test changes to MCP for Unity core code.
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## Scripts
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To find it reliably:
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1. Open Unity Package Manager
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2. Select "Unity MCP" package
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2. Select "MCP for Unity" package
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3. Right click the package and choose "Show in Explorer"
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4. That opens the exact cache folder Unity is using for your project
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## Switching MCP package sources quickly
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Use `mcp_source.py` to quickly switch between different Unity MCP package sources:
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Use `mcp_source.py` to quickly switch between different MCP for Unity package sources:
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**Usage:**
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```bash
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### "Path not found" errors running the .bat file
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- Verify Unity package cache path is correct
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- Check that Unity MCP package is actually installed
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- Check that MCP for Unity package is actually installed
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- Ensure server is installed via MCP client
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### "Permission denied" errors
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- Verify backup directory path is correct
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### Windows uv path issues
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- On Windows, when testing GUI clients, prefer the WinGet Links `uv.exe`; if multiple `uv.exe` exist, use "Choose UV Install Location" to pin the Links shim.
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- On Windows, when testing GUI clients, prefer the WinGet Links `uv.exe`; if multiple `uv.exe` exist, use "Choose `uv` Install Location" to pin the Links shim.

README.md

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# Unity MCP ✨
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# MCP for Unity
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#### Proudly sponsored and maintained by [Coplay](https://www.coplay.dev/?ref=unity-mcp), the AI assistant for Unity. [Read the backstory here.](https://www.coplay.dev/blog/coplay-and-open-source-unity-mcp-join-forces)
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**Create your Unity apps with LLMs!**
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Unity MCP acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local **MCP (Model Context Protocol) Client**. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.
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MCP for Unity acts as a bridge, allowing AI assistants (like Claude, Cursor) to interact directly with your Unity Editor via a local **MCP (Model Context Protocol) Client**. Give your LLM tools to manage assets, control scenes, edit scripts, and automate tasks within Unity.
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## 💬 Join Our Community
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### [Discord](https://discord.gg/y4p8KfzrN4)
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**Get help, share ideas, and collaborate with other Unity MCP developers!**
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**Get help, share ideas, and collaborate with other MCP for Unity developers!**
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---
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## How It Works 🤔
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Unity MCP connects your tools using two components:
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MCP for Unity connects your tools using two components:
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1. **Unity MCP Bridge:** A Unity package running inside the Editor. (Installed via Package Manager).
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2. **Unity MCP Server:** A Python server that runs locally, communicating between the Unity Bridge and your MCP Client. (Installed manually).
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1. **MCP for Unity Bridge:** A Unity package running inside the Editor. (Installed via Package Manager).
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2. **MCP for Unity Server:** A Python server that runs locally, communicating between the Unity Bridge and your MCP Client. (Installed automatically by the package on first run or via Auto-Setup; manual setup is available as a fallback).
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**Flow:** `[Your LLM via MCP Client] <-> [Unity MCP Server (Python)] <-> [Unity MCP Bridge (Unity Editor)]`
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**Flow:** `[Your LLM via MCP Client] <-> [MCP for Unity Server (Python)] <-> [MCP for Unity Bridge (Unity Editor)]`
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---
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https://github.com/CoplayDev/unity-mcp.git?path=/UnityMcpBridge
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```
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5. Click `Add`.
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6. The MCP Server should automatically be installed onto your machine as a result of this process.
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6. The MCP server is installed automatically by the package on first run or via Auto-Setup. If that fails, use Manual Configuration (below).
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#### To install via OpenUPM
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### Step 2: Configure Your MCP Client
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Connect your MCP Client (Claude, Cursor, etc.) to the Python server you installed in Step 1.
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Connect your MCP Client (Claude, Cursor, etc.) to the Python server set up in Step 1 (auto) or via Manual Configuration (below).
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<img width="648" height="599" alt="UnityMCP-Readme-Image" src="https://github.com/user-attachments/assets/b4a725da-5c43-4bd6-80d6-ee2e3cca9596" />
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<img width="648" height="599" alt="MCPForUnity-Readme-Image" src="https://github.com/user-attachments/assets/b4a725da-5c43-4bd6-80d6-ee2e3cca9596" />
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**Option A: Auto-Setup (Recommended for Claude/Cursor/VSC Copilot)**
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1. In Unity, go to `Window > Unity MCP`.
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1. In Unity, go to `Window > MCP for Unity`.
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2. Click `Auto-Setup`.
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3. Look for a green status indicator 🟢 and "Connected ✓". *(This attempts to modify the MCP Client\'s config file automatically).*
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<details><summary><strong>Client-specific troubleshooting</strong></summary>
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- **VSCode**: uses `Code/User/mcp.json` with top-level `servers.unityMCP` and `"type": "stdio"`. On Windows, Unity MCP writes an absolute `uv.exe` (prefers WinGet Links shim) to avoid PATH issues.
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- **Cursor / Windsurf** [(**help link**)](https://github.com/CoplayDev/unity-mcp/wiki/1.-Fix-Unity-MCP-and-Cursor,-VSCode-&-Windsurf): if `uv` is missing, the Unity MCP window shows "uv Not Found" with a quick [HELP] link and a "Choose UV Install Location" button.
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- **VSCode**: uses `Code/User/mcp.json` with top-level `servers.unityMCP` and `"type": "stdio"`. On Windows, MCP for Unity writes an absolute `uv.exe` (prefers WinGet Links shim) to avoid PATH issues.
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- **Cursor / Windsurf** [(**help link**)](https://github.com/CoplayDev/unity-mcp/wiki/1.-Fix-Unity-MCP-and-Cursor,-VSCode-&-Windsurf): if `uv` is missing, the MCP for Unity window shows "uv Not Found" with a quick [HELP] link and a "Choose `uv` Install Location" button.
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- **Claude Code** [(**help link**)](https://github.com/CoplayDev/unity-mcp/wiki/2.-Fix-Unity-MCP-and-Claude-Code): if `claude` isn't found, the window shows "Claude Not Found" with [HELP] and a "Choose Claude Location" button. Unregister now updates the UI immediately.</details>
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## Usage ▶️
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1. **Open your Unity Project.** The Unity MCP Bridge (package) should connect automatically. Check status via Window > Unity MCP.
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1. **Open your Unity Project.** The MCP for Unity package should connect automatically. Check status via Window > MCP for Unity.
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2. **Start your MCP Client** (Claude, Cursor, etc.). It should automatically launch the Unity MCP Server (Python) using the configuration from Installation Step 3.
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2. **Start your MCP Client** (Claude, Cursor, etc.). It should automatically launch the MCP for Unity Server (Python) using the configuration from Installation Step 2.
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### Development Tools
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If you\'re contributing to Unity MCP or want to test core changes, we have development tools to streamline your workflow:
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If you\'re contributing to MCP for Unity or want to test core changes, we have development tools to streamline your workflow:
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- **Development Deployment Scripts**: Quickly deploy and test your changes to Unity MCP Bridge and Python Server
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- **Development Deployment Scripts**: Quickly deploy and test your changes to MCP for Unity Bridge and Python Server
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- **Automatic Backup System**: Safe testing with easy rollback capabilities
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- **Hot Reload Workflow**: Fast iteration cycle for core development
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- **More coming!**
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### Contributing 🤝
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Help make MCP for Unity better!
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- **Unity Bridge Not Running/Connecting:**
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- Check the status window: Window > MCP for Unity.
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- **Verify Server Path:** Double-check the --directory path in your MCP Client\'s JSON config. It must exactly match the location where you cloned the UnityMCP repository in Installation Step 1 (e.g., .../Programs/UnityMCP/UnityMcpServer/src).

TestProjects/UnityMCPTests/Assets/Tests/EditMode/CommandRegistryTests.cs

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using System;
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using NUnit.Framework;
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using MCPForUnity.Editor.Tools;
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namespace MCPForUnityTests.Editor
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{
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{

TestProjects/UnityMCPTests/Assets/Tests/EditMode/UnityMCPTests.EditMode.asmdef renamed to TestProjects/UnityMCPTests/Assets/Tests/EditMode/MCPForUnityTests.Editor.asmdef

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{
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"name": "MCPForUnityTests.EditMode",
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"rootNamespace": "",
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"references": [
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UnityMcpBridge/Runtime/UnityMcpBridge.Runtime.asmdef.meta renamed to TestProjects/UnityMCPTests/Assets/Tests/EditMode/MCPForUnityTests.Editor.asmdef.meta

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UnityMcpBridge/Editor/Data/DefaultServerConfig.cs

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using UnityMcpBridge.Editor.Models;
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namespace MCPForUnity.Editor.Data
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{

UnityMcpBridge/Editor/Data/McpClients.cs

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using System;
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using MCPForUnity.Editor.Models;
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UnityMcpBridge/Editor/Helpers/ExecPath.cs

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using System.Runtime.InteropServices;
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namespace MCPForUnity.Editor.Helpers
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private const string PrefClaude = "MCPForUnity.ClaudeCliPath";
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// Resolve Claude CLI absolute path. Pref → env → common locations → PATH.
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UnityMcpBridge/Editor/Helpers/GameObjectSerializer.cs

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namespace MCPForUnity.Editor.Helpers
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