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feat: implement robust ComponentResolver for assembly definitions
- Replace Assembly.LoadFrom with already-loaded assembly search - Prioritize Player assemblies over Editor assemblies using CompilationPipeline - Support both short names and fully-qualified component names - Add comprehensive caching and error handling with disambiguation - Use Undo.AddComponent for proper editor integration - Handle ReflectionTypeLoadException safely during type enumeration - Add fallback to TypeCache for comprehensive type discovery in Editor Fixes component resolution across custom assembly definitions and eliminates "Could not load the file 'Assembly-CSharp-Editor'" errors. Tested with: - Built-in Unity components (Rigidbody, MeshRenderer, AudioSource) - Custom user scripts in Assembly-CSharp (TicTacToe3D) - Custom assembly definition components (TestNamespace.CustomComponent) - Error handling for non-existent components 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <[email protected]>
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Lines changed: 18 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,18 @@
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using UnityEngine;
2+
3+
namespace TestNamespace
4+
{
5+
public class CustomComponent : MonoBehaviour
6+
{
7+
[SerializeField]
8+
private string customText = "Hello from custom asmdef!";
9+
10+
[SerializeField]
11+
private float customFloat = 42.0f;
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13+
void Start()
14+
{
15+
Debug.Log($"CustomComponent started: {customText}, value: {customFloat}");
16+
}
17+
}
18+
}

TestProjects/UnityMCPTests/Assets/Scripts/TestAsmdef/CustomComponent.cs.meta

Lines changed: 2 additions & 0 deletions
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Lines changed: 14 additions & 0 deletions
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@@ -0,0 +1,14 @@
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{
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"name": "TestAsmdef",
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"rootNamespace": "TestNamespace",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}

TestProjects/UnityMCPTests/Assets/Scripts/TestAsmdef/TestAsmdef.asmdef.meta

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UnityMcpBridge/Editor/Tools/ManageAsset.cs

Lines changed: 2 additions & 42 deletions
Original file line numberDiff line numberDiff line change
@@ -201,7 +201,7 @@ private static object CreateAsset(JObject @params)
201201
"'scriptClass' property required when creating ScriptableObject asset."
202202
);
203203

204-
Type scriptType = FindType(scriptClassName);
204+
Type scriptType = ComponentResolver.TryResolve(scriptClassName, out var resolvedType, out var error) ? resolvedType : null;
205205
if (
206206
scriptType == null
207207
|| !typeof(ScriptableObject).IsAssignableFrom(scriptType)
@@ -355,7 +355,7 @@ prop.Value is JObject componentProperties
355355
{
356356
// Find the component on the GameObject using the name from the JSON key
357357
// Using GetComponent(string) is convenient but might require exact type name or be ambiguous.
358-
// Consider using FindType helper if needed for more complex scenarios.
358+
// Consider using ComponentResolver if needed for more complex scenarios.
359359
Component targetComponent = gameObject.GetComponent(componentName);
360360

361361
if (targetComponent != null)
@@ -1220,46 +1220,6 @@ private static object ConvertJTokenToType(JToken token, Type targetType)
12201220
}
12211221
}
12221222

1223-
/// <summary>
1224-
/// Helper to find a Type by name, searching relevant assemblies.
1225-
/// Needed for creating ScriptableObjects or finding component types by name.
1226-
/// </summary>
1227-
private static Type FindType(string typeName)
1228-
{
1229-
if (string.IsNullOrEmpty(typeName))
1230-
return null;
1231-
1232-
// Try direct lookup first (common Unity types often don't need assembly qualified name)
1233-
var type =
1234-
Type.GetType(typeName)
1235-
?? Type.GetType($"UnityEngine.{typeName}, UnityEngine.CoreModule")
1236-
?? Type.GetType($"UnityEngine.UI.{typeName}, UnityEngine.UI")
1237-
?? Type.GetType($"UnityEditor.{typeName}, UnityEditor.CoreModule");
1238-
1239-
if (type != null)
1240-
return type;
1241-
1242-
// If not found, search loaded assemblies (slower but more robust for user scripts)
1243-
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
1244-
{
1245-
// Look for non-namespaced first
1246-
type = assembly.GetType(typeName, false, true); // throwOnError=false, ignoreCase=true
1247-
if (type != null)
1248-
return type;
1249-
1250-
// Check common namespaces if simple name given
1251-
type = assembly.GetType("UnityEngine." + typeName, false, true);
1252-
if (type != null)
1253-
return type;
1254-
type = assembly.GetType("UnityEditor." + typeName, false, true);
1255-
if (type != null)
1256-
return type;
1257-
// Add other likely namespaces if needed (e.g., specific plugins)
1258-
}
1259-
1260-
Debug.LogWarning($"[FindType] Type '{typeName}' not found in any loaded assembly.");
1261-
return null; // Not found
1262-
}
12631223

12641224
// --- Data Serialization ---
12651225

UnityMcpBridge/Editor/Tools/ManageGameObject.cs

Lines changed: 146 additions & 42 deletions
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,12 @@
1+
#nullable enable
12
using System;
23
using System.Collections.Generic;
34
using System.Linq;
45
using System.Reflection;
56
using Newtonsoft.Json; // Added for JsonSerializationException
67
using Newtonsoft.Json.Linq;
78
using UnityEditor;
9+
using UnityEditor.Compilation; // For CompilationPipeline
810
using UnityEditor.SceneManagement;
911
using UnityEditorInternal;
1012
using UnityEngine;
@@ -1097,6 +1099,29 @@ string searchMethod
10971099

10981100
// --- Internal Helpers ---
10991101

1102+
/// <summary>
1103+
/// Parses a JArray like [x, y, z] into a Vector3.
1104+
/// </summary>
1105+
private static Vector3? ParseVector3(JArray array)
1106+
{
1107+
if (array != null && array.Count == 3)
1108+
{
1109+
try
1110+
{
1111+
return new Vector3(
1112+
array[0].ToObject<float>(),
1113+
array[1].ToObject<float>(),
1114+
array[2].ToObject<float>()
1115+
);
1116+
}
1117+
catch (Exception ex)
1118+
{
1119+
Debug.LogWarning($"Failed to parse JArray as Vector3: {array}. Error: {ex.Message}");
1120+
}
1121+
}
1122+
return null;
1123+
}
1124+
11001125
/// <summary>
11011126
/// Finds a single GameObject based on token (ID, name, path) and search method.
11021127
/// </summary>
@@ -2070,58 +2095,137 @@ public static UnityEngine.Object FindObjectByInstruction(JObject instruction, Ty
20702095

20712096

20722097
/// <summary>
2073-
/// Helper to find a Type by name, searching relevant assemblies.
2098+
/// Robust component resolver that avoids Assembly.LoadFrom and works with asmdefs.
2099+
/// Searches already-loaded assemblies, prioritizing runtime script assemblies.
20742100
/// </summary>
20752101
private static Type FindType(string typeName)
20762102
{
2077-
if (string.IsNullOrEmpty(typeName))
2078-
return null;
2103+
if (ComponentResolver.TryResolve(typeName, out Type resolvedType, out string error))
2104+
{
2105+
return resolvedType;
2106+
}
2107+
2108+
// Log the resolver error if type wasn't found
2109+
if (!string.IsNullOrEmpty(error))
2110+
{
2111+
Debug.LogWarning($"[FindType] {error}");
2112+
}
2113+
2114+
return null;
2115+
}
2116+
}
2117+
2118+
/// <summary>
2119+
/// Robust component resolver that avoids Assembly.LoadFrom and supports assembly definitions.
2120+
/// Prioritizes runtime (Player) assemblies over Editor assemblies.
2121+
/// </summary>
2122+
internal static class ComponentResolver
2123+
{
2124+
private static readonly Dictionary<string, Type> CacheByFqn = new(StringComparer.Ordinal);
2125+
private static readonly Dictionary<string, Type> CacheByName = new(StringComparer.Ordinal);
20792126

2080-
// Handle fully qualified names first
2081-
Type type = Type.GetType(typeName);
2082-
if (type != null) return type;
2127+
/// <summary>
2128+
/// Resolve a Component/MonoBehaviour type by short or fully-qualified name.
2129+
/// Prefers runtime (Player) script assemblies; falls back to Editor assemblies.
2130+
/// Never uses Assembly.LoadFrom.
2131+
/// </summary>
2132+
public static bool TryResolve(string nameOrFullName, out Type type, out string error)
2133+
{
2134+
error = string.Empty;
2135+
2136+
// 1) Exact FQN via Type.GetType
2137+
if (CacheByFqn.TryGetValue(nameOrFullName, out type)) return true;
2138+
type = Type.GetType(nameOrFullName, throwOnError: false);
2139+
if (IsValidComponent(type)) { Cache(type); return true; }
2140+
2141+
// 2) Search loaded assemblies (prefer Player assemblies)
2142+
var candidates = FindCandidates(nameOrFullName);
2143+
if (candidates.Count == 1) { type = candidates[0]; Cache(type); return true; }
2144+
if (candidates.Count > 1) { error = Ambiguity(nameOrFullName, candidates); type = null!; return false; }
2145+
2146+
#if UNITY_EDITOR
2147+
// 3) Last resort: Editor-only TypeCache (fast index)
2148+
var tc = TypeCache.GetTypesDerivedFrom<Component>()
2149+
.Where(t => NamesMatch(t, nameOrFullName));
2150+
candidates = PreferPlayer(tc).ToList();
2151+
if (candidates.Count == 1) { type = candidates[0]; Cache(type); return true; }
2152+
if (candidates.Count > 1) { error = Ambiguity(nameOrFullName, candidates); type = null!; return false; }
2153+
#endif
2154+
2155+
error = $"Component type '{nameOrFullName}' not found in loaded runtime assemblies. " +
2156+
"Use a fully-qualified name (Namespace.TypeName) and ensure the script compiled.";
2157+
type = null!;
2158+
return false;
2159+
}
20832160

2084-
// Handle common namespaces implicitly (add more as needed)
2085-
string[] namespaces = { "UnityEngine", "UnityEngine.UI", "UnityEngine.AI", "UnityEngine.Animations", "UnityEngine.Audio", "UnityEngine.EventSystems", "UnityEngine.InputSystem", "UnityEngine.Networking", "UnityEngine.Rendering", "UnityEngine.SceneManagement", "UnityEngine.Tilemaps", "UnityEngine.U2D", "UnityEngine.Video", "UnityEditor", "UnityEditor.AI", "UnityEditor.Animations", "UnityEditor.Experimental.GraphView", "UnityEditor.IMGUI.Controls", "UnityEditor.PackageManager.UI", "UnityEditor.SceneManagement", "UnityEditor.UI", "UnityEditor.U2D", "UnityEditor.VersionControl" }; // Add more relevant namespaces
2161+
private static bool NamesMatch(Type t, string q) =>
2162+
t.Name.Equals(q, StringComparison.Ordinal) ||
2163+
(t.FullName?.Equals(q, StringComparison.Ordinal) ?? false);
20862164

2087-
foreach (string ns in namespaces) {
2088-
type = Type.GetType($"{ns}.{typeName}, {ns.Split('.')[0]}.CoreModule") ?? // Heuristic: Check CoreModule first for UnityEngine/UnityEditor
2089-
Type.GetType($"{ns}.{typeName}, {ns.Split('.')[0]}"); // Try assembly matching namespace root
2090-
if (type != null) return type;
2091-
}
2165+
private static bool IsValidComponent(Type? t) =>
2166+
t != null && typeof(Component).IsAssignableFrom(t);
2167+
2168+
private static void Cache(Type t)
2169+
{
2170+
if (t.FullName != null) CacheByFqn[t.FullName] = t;
2171+
CacheByName[t.Name] = t;
2172+
}
20922173

2174+
private static List<Type> FindCandidates(string query)
2175+
{
2176+
bool isShort = !query.Contains('.');
2177+
var loaded = AppDomain.CurrentDomain.GetAssemblies();
2178+
2179+
#if UNITY_EDITOR
2180+
// Names of Player (runtime) script assemblies (asmdefs + Assembly-CSharp)
2181+
var playerAsmNames = new HashSet<string>(
2182+
UnityEditor.Compilation.CompilationPipeline.GetAssemblies(UnityEditor.Compilation.AssembliesType.Player).Select(a => a.name),
2183+
StringComparer.Ordinal);
2184+
2185+
IEnumerable<System.Reflection.Assembly> playerAsms = loaded.Where(a => playerAsmNames.Contains(a.GetName().Name));
2186+
IEnumerable<System.Reflection.Assembly> editorAsms = loaded.Except(playerAsms);
2187+
#else
2188+
IEnumerable<System.Reflection.Assembly> playerAsms = loaded;
2189+
IEnumerable<System.Reflection.Assembly> editorAsms = Array.Empty<System.Reflection.Assembly>();
2190+
#endif
2191+
static IEnumerable<Type> SafeGetTypes(System.Reflection.Assembly a)
2192+
{
2193+
try { return a.GetTypes(); }
2194+
catch (ReflectionTypeLoadException rtle) { return rtle.Types.Where(t => t != null)!; }
2195+
}
2196+
2197+
Func<Type, bool> match = isShort
2198+
? (t => t.Name.Equals(query, StringComparison.Ordinal))
2199+
: (t => t.FullName!.Equals(query, StringComparison.Ordinal));
2200+
2201+
var fromPlayer = playerAsms.SelectMany(SafeGetTypes)
2202+
.Where(IsValidComponent)
2203+
.Where(match);
2204+
var fromEditor = editorAsms.SelectMany(SafeGetTypes)
2205+
.Where(IsValidComponent)
2206+
.Where(match);
2207+
2208+
var list = new List<Type>(fromPlayer);
2209+
if (list.Count == 0) list.AddRange(fromEditor);
2210+
return list;
2211+
}
20932212

2094-
// If not found, search all loaded assemblies (slower, last resort)
2095-
// Prioritize assemblies likely to contain game/editor types
2096-
Assembly[] priorityAssemblies = {
2097-
Assembly.Load("Assembly-CSharp"), // Main game scripts
2098-
Assembly.Load("Assembly-CSharp-Editor"), // Main editor scripts
2099-
// Add other important project assemblies if known
2100-
};
2101-
foreach (var assembly in priorityAssemblies.Where(a => a != null))
2102-
{
2103-
type = assembly.GetType(typeName) ?? assembly.GetType("UnityEngine." + typeName) ?? assembly.GetType("UnityEditor." + typeName);
2104-
if (type != null) return type;
2105-
}
2213+
#if UNITY_EDITOR
2214+
private static IEnumerable<Type> PreferPlayer(IEnumerable<Type> seq)
2215+
{
2216+
var player = new HashSet<string>(
2217+
UnityEditor.Compilation.CompilationPipeline.GetAssemblies(UnityEditor.Compilation.AssembliesType.Player).Select(a => a.name),
2218+
StringComparer.Ordinal);
21062219

2107-
// Search remaining assemblies
2108-
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies().Except(priorityAssemblies))
2109-
{
2110-
try { // Protect against assembly loading errors
2111-
type = assembly.GetType(typeName);
2112-
if (type != null) return type;
2113-
// Also check with common namespaces if simple name given
2114-
foreach (string ns in namespaces) {
2115-
type = assembly.GetType($"{ns}.{typeName}");
2116-
if (type != null) return type;
2117-
}
2118-
} catch (Exception ex) {
2119-
Debug.LogWarning($"[FindType] Error searching assembly {assembly.FullName}: {ex.Message}");
2120-
}
2121-
}
2220+
return seq.OrderBy(t => player.Contains(t.Assembly.GetName().Name) ? 0 : 1);
2221+
}
2222+
#endif
21222223

2123-
Debug.LogWarning($"[FindType] Type not found after extensive search: '{typeName}'");
2124-
return null; // Not found
2224+
private static string Ambiguity(string query, IEnumerable<Type> cands)
2225+
{
2226+
var lines = cands.Select(t => $"{t.FullName} (assembly {t.Assembly.GetName().Name})");
2227+
return $"Multiple component types matched '{query}':\n - " + string.Join("\n - ", lines) +
2228+
"\nProvide a fully qualified type name to disambiguate.";
21252229
}
21262230

21272231
/// <summary>

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