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@triepod-ai triepod-ai commented Dec 23, 2025

Summary

Adds MCP tool annotations (readOnlyHint, destructiveHint, title) to all 23 tools to help LLMs better understand tool behavior and make safer decisions about tool execution.

Changes

  • Added readOnlyHint: true to 5 read-only tools:

    • debug_request_context - Returns current FastMCP request context
    • find_in_file - Searches files with regex patterns
    • validate_script - Validates C# scripts and returns diagnostics
    • manage_script_capabilities - Gets supported operations and limits
    • get_sha - Gets SHA256 and metadata for scripts
  • Added destructiveHint: true to 18 tools that modify state:

    • CRUD tools: manage_asset, manage_gameobject, manage_material, manage_prefabs, manage_scene, manage_shader, manage_editor
    • Script editing: apply_text_edits, create_script, delete_script, manage_script, script_apply_edits
    • Execution: execute_menu_item, execute_custom_tool, batch_execute, run_tests
    • State: set_active_instance, read_console (can clear console)
  • Added title annotations for human-readable display

  • Imported ToolAnnotations from mcp.types in all tool files

Why This Matters

Tool annotations are advisory hints for MCP clients that enable:

  • Safety automation: Clients like Claude Code auto-approve tools with readOnlyHint: true without user confirmation
  • UI/UX improvements: Visual indicators help users understand tool behavior
  • Tool discovery: Clients can filter/group tools by characteristics

Testing

  • Server dependencies install successfully (`uv sync`)
  • Linter passes (ruff) - no new errors introduced
  • All 23 tools register with correct annotations
  • `ToolAnnotations` imports work correctly with `mcp>=1.16.0`

Tool Annotation Summary

Tool Name Title Hint
debug_request_context Debug Request Context readOnly
find_in_file Find in File readOnly
validate_script Validate Script readOnly
manage_script_capabilities Manage Script Capabilities readOnly
get_sha Get SHA readOnly
batch_execute Batch Execute destructive
execute_custom_tool Execute Custom Tool destructive
execute_menu_item Execute Menu Item destructive
manage_asset Manage Asset destructive
manage_editor Manage Editor destructive
manage_gameobject Manage GameObject destructive
manage_material Manage Material destructive
manage_prefabs Manage Prefabs destructive
manage_scene Manage Scene destructive
apply_text_edits Apply Text Edits destructive
create_script Create Script destructive
delete_script Delete Script destructive
manage_script Manage Script destructive
manage_shader Manage Shader destructive
read_console Read Console destructive
run_tests Run Tests destructive
script_apply_edits Script Apply Edits destructive
set_active_instance Set Active Instance destructive

🤖 Generated with Claude Code

Summary by Sourcery

Add MCP ToolAnnotations metadata to Unity MCP tools to indicate read-only vs destructive behavior and provide human-readable titles for safer client-side usage.

New Features:

  • Introduce ToolAnnotations metadata on script management, editor, asset, scene, shader, prefab, console, test, batch execution, and custom tool MCP endpoints to describe their behavior and risk level.

Enhancements:

  • Mark read-only tools with readOnlyHint and state-mutating tools with destructiveHint to enable safer automation and better UI in MCP clients.

Summary by CodeRabbit

  • New Features

    • Tools now show human-friendly titles and visible metadata badges (destructiveHint, readOnlyHint).
    • Script, scene, editor, and test workflows expose additional visible parameters for common operations (create/validate/manage scripts, scene actions, run/get tests).
  • Improvements

    • Descriptions include safety notes and explicit read-only vs modifying action labels for clearer UI guidance.
    • Management tools surface richer parameters and clearer workflows for common operations.

✏️ Tip: You can customize this high-level summary in your review settings.

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sourcery-ai bot commented Dec 23, 2025

Reviewer's Guide

Adds MCP ToolAnnotations (title, readOnlyHint, destructiveHint) across all Unity MCP tools to improve client understanding of tool behavior and safety characteristics, plus a uv.lock update for the newer MCP dependency.

Sequence diagram for LLM client using tool annotations for safety decisions

sequenceDiagram
    actor User
    participant LlmClient
    participant McpServer
    participant UnityEditor

    User->>LlmClient: Request Unity project change
    LlmClient->>McpServer: List available tools
    McpServer-->>LlmClient: Tool metadata with ToolAnnotations

    LlmClient->>LlmClient: Classify tools by readOnlyHint and destructiveHint

    LlmClient->>User: Present plan using read-only tools first

    User->>LlmClient: Approve read-only steps
    LlmClient->>McpServer: Call FindInFileTool (readOnlyHint true)
    McpServer->>UnityEditor: Read file contents
    UnityEditor-->>McpServer: File matches
    McpServer-->>LlmClient: Read-only results

    LlmClient->>LlmClient: Auto-approve further read-only tools

    LlmClient->>User: Request confirmation for destructive tools
    User->>LlmClient: Confirm destructive actions

    LlmClient->>McpServer: Call ApplyTextEditsTool (destructiveHint true)
    McpServer->>UnityEditor: Apply code edits
    UnityEditor-->>McpServer: Edit success
    McpServer-->>LlmClient: Operation result
    LlmClient-->>User: Summarize changes and status
Loading

Class diagram for MCP tools using ToolAnnotations

classDiagram
    class ToolAnnotations {
        +string title
        +bool readOnlyHint
        +bool destructiveHint
    }

    class ApplyTextEditsTool {
        +Context ctx
        +string uri
        +string edits
        +ToolAnnotations annotations
    }

    class CreateScriptTool {
        +Context ctx
        +string path
        +string contents
        +ToolAnnotations annotations
    }

    class DeleteScriptTool {
        +Context ctx
        +string uri
        +ToolAnnotations annotations
    }

    class ValidateScriptTool {
        +Context ctx
        +string uri
        +ToolAnnotations annotations
    }

    class ManageScriptTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageScriptCapabilitiesTool {
        +Context ctx
        +ToolAnnotations annotations
    }

    class GetShaTool {
        +Context ctx
        +string uri
        +ToolAnnotations annotations
    }

    class DebugRequestContextTool {
        +Context ctx
        +ToolAnnotations annotations
    }

    class FindInFileTool {
        +Context ctx
        +string uri
        +string pattern
        +ToolAnnotations annotations
    }

    class ExecuteMenuItemTool {
        +Context ctx
        +string menu_path
        +ToolAnnotations annotations
    }

    class ManageAssetTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageEditorTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageGameobjectTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageMaterialTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManagePrefabsTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageSceneTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ManageShaderTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class ReadConsoleTool {
        +Context ctx
        +string action
        +ToolAnnotations annotations
    }

    class SetActiveInstanceTool {
        +Context ctx
        +string instance
        +ToolAnnotations annotations
    }

    class BatchExecuteTool {
        +Context ctx
        +list batch
        +ToolAnnotations annotations
    }

    class ExecuteCustomToolTool {
        +Context ctx
        +string tool_name
        +dict parameters
        +ToolAnnotations annotations
    }

    class RunTestsTool {
        +Context ctx
        +string filter
        +ToolAnnotations annotations
    }

    class ScriptApplyEditsTool {
        +Context ctx
        +string name
        +list edits
        +ToolAnnotations annotations
    }

    ToolAnnotations <.. ApplyTextEditsTool : uses
    ToolAnnotations <.. CreateScriptTool : uses
    ToolAnnotations <.. DeleteScriptTool : uses
    ToolAnnotations <.. ValidateScriptTool : uses
    ToolAnnotations <.. ManageScriptTool : uses
    ToolAnnotations <.. ManageScriptCapabilitiesTool : uses
    ToolAnnotations <.. GetShaTool : uses
    ToolAnnotations <.. DebugRequestContextTool : uses
    ToolAnnotations <.. FindInFileTool : uses
    ToolAnnotations <.. ExecuteMenuItemTool : uses
    ToolAnnotations <.. ManageAssetTool : uses
    ToolAnnotations <.. ManageEditorTool : uses
    ToolAnnotations <.. ManageGameobjectTool : uses
    ToolAnnotations <.. ManageMaterialTool : uses
    ToolAnnotations <.. ManagePrefabsTool : uses
    ToolAnnotations <.. ManageSceneTool : uses
    ToolAnnotations <.. ManageShaderTool : uses
    ToolAnnotations <.. ReadConsoleTool : uses
    ToolAnnotations <.. SetActiveInstanceTool : uses
    ToolAnnotations <.. BatchExecuteTool : uses
    ToolAnnotations <.. ExecuteCustomToolTool : uses
    ToolAnnotations <.. RunTestsTool : uses
    ToolAnnotations <.. ScriptApplyEditsTool : uses

    class McpForUnityToolDecorator {
        +ToolAnnotations annotations
        +string description
        +string name
    }

    McpForUnityToolDecorator o-- ToolAnnotations
    McpForUnityToolDecorator <.. ApplyTextEditsTool
    McpForUnityToolDecorator <.. ValidateScriptTool
    McpForUnityToolDecorator <.. DebugRequestContextTool
    McpForUnityToolDecorator <.. BatchExecuteTool
    McpForUnityToolDecorator <.. ScriptApplyEditsTool
Loading

File-Level Changes

Change Details Files
Add ToolAnnotations to script management tools to mark read-only vs destructive behavior and provide human-readable titles.
  • Wrap existing mcp_for_unity_tool decorators for script tools in multi-argument form to add annotations parameter.
  • Mark apply_text_edits, create_script, delete_script, manage_script, and script_apply_edits as destructiveHint with appropriate title values.
  • Mark validate_script, manage_script_capabilities, and get_sha as readOnlyHint with appropriate title values.
Server/src/services/tools/manage_script.py
Server/src/services/tools/script_apply_edits.py
Annotate general Unity editor/tools APIs with titles and destructive hints for safer client execution.
  • Import ToolAnnotations where needed for tool decorators.
  • Add annotations with destructiveHint=True and descriptive titles to tools that can modify project/editor state, including menu execution, asset/editor/gameobject/material/prefab/scene/shader management, console operations, test runs, batch execution, custom tool execution, and active instance changes.
Server/src/services/tools/execute_menu_item.py
Server/src/services/tools/manage_asset.py
Server/src/services/tools/manage_editor.py
Server/src/services/tools/manage_gameobject.py
Server/src/services/tools/manage_material.py
Server/src/services/tools/manage_prefabs.py
Server/src/services/tools/manage_scene.py
Server/src/services/tools/manage_shader.py
Server/src/services/tools/read_console.py
Server/src/services/tools/run_tests.py
Server/src/services/tools/set_active_instance.py
Server/src/services/tools/batch_execute.py
Server/src/services/tools/execute_custom_tool.py
Annotate read-only diagnostic/introspection tools for automatic safe execution by clients.
  • Import ToolAnnotations and add annotations with readOnlyHint=True and descriptive titles to debug_request_context and find_in_file.
Server/src/services/tools/debug_request_context.py
Server/src/services/tools/find_in_file.py
Update dependency lockfile to align with ToolAnnotations usage (mcp>=1.16.0).
  • Refresh uv.lock to capture the MCP version that exposes ToolAnnotations and any transitive dependency adjustments.
Server/uv.lock

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coderabbitai bot commented Dec 23, 2025

Note

Other AI code review bot(s) detected

CodeRabbit has detected other AI code review bot(s) in this pull request and will avoid duplicating their findings in the review comments. This may lead to a less comprehensive review.

📝 Walkthrough

Walkthrough

This PR adds ToolAnnotations metadata to many @mcp_for_unity_tool registrations and expands public signatures for manage_scene, several manage_script endpoints, and test_jobs; there are no core control-flow changes beyond decorator metadata and added parameters/documentation.

Changes

Cohort / File(s) Summary
Batch & Destructive Tools
Server/src/services/tools/batch_execute.py, Server/src/services/tools/execute_custom_tool.py, Server/src/services/tools/execute_menu_item.py, Server/src/services/tools/script_apply_edits.py, Server/src/services/tools/run_tests.py, Server/src/services/tools/manage_material.py, Server/src/services/tools/manage_shader.py, Server/src/services/tools/set_active_instance.py, Server/src/services/tools/manage_prefabs.py, Server/src/services/tools/refresh_unity.py
Added from mcp.types import ToolAnnotations and supplied annotations=ToolAnnotations(...) to @mcp_for_unity_tool decorators; descriptions updated to mark destructive operations and safety hints.
Read‑Only / Inspect Tools
Server/src/services/tools/debug_request_context.py, Server/src/services/tools/find_in_file.py, Server/src/services/tools/read_console.py
Imported ToolAnnotations and added annotations=ToolAnnotations(..., readOnlyHint=True) to decorators; descriptions clarified read-only vs modifying actions; no runtime logic changes.
Manage Scene (signature expansion)
Server/src/services/tools/manage_scene.py
Added annotations=ToolAnnotations(title="Manage Scene", destructiveHint=True) and expanded manage_scene public signature with an action Literal and multiple optional params (name, path, build_index, screenshot_*, paging/safety flags); description enriched.
Manage Script (annotations & signature changes)
Server/src/services/tools/manage_script.py
Imported ToolAnnotations and applied to multiple decorators; several endpoints gained new parameters (e.g., contents, script_type, namespace, level, include_diagnostics) and descriptions updated; light handling for encoded contents added.
GameObject / Editor / Asset management
Server/src/services/tools/manage_gameobject.py, Server/src/services/tools/manage_editor.py, Server/src/services/tools/manage_asset.py, Server/src/services/tools/manage_prefabs.py, Server/src/services/tools/manage_scriptable_object.py
Added ToolAnnotations imports and annotations=ToolAnnotations(title="...") to decorators; descriptions updated to enumerate read-only vs modifying actions; manage_editor signature expanded with additional parameters.
Test Jobs / Run Tests
Server/src/services/tools/test_jobs.py, Server/src/services/tools/run_tests.py
Added ToolAnnotations and annotations to decorators; test_jobs functions extended with optional filtering and result-detail params; run_tests annotated as destructive; core logic paths unchanged.

Sequence Diagram(s)

(Skipped — changes are metadata and signature additions without new multi-component control flow.)

Estimated code review effort

🎯 3 (Moderate) | ⏱️ ~25 minutes

Possibly related PRs

Suggested reviewers

  • justinpbarnett

Poem

🐰 I hopped through modules, tidy and spry,

I left little notes so tools can sigh.
Titles and hints, clear as a bell,
A hop, a tweak — all is well.
🥕

Pre-merge checks and finishing touches

❌ Failed checks (1 warning)
Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 13.79% which is insufficient. The required threshold is 80.00%. You can run @coderabbitai generate docstrings to improve docstring coverage.
✅ Passed checks (2 passed)
Check name Status Explanation
Description Check ✅ Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check ✅ Passed The pull request title accurately describes the main change: adding tool annotations (ToolAnnotations) to improve LLM tool understanding across 23+ tools in the MCP server.
✨ Finishing touches
  • 📝 Generate docstrings

📜 Recent review details

Configuration used: defaults

Review profile: CHILL

Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 6c6cd13 and 43eb921.

⛔ Files ignored due to path filters (1)
  • Server/uv.lock is excluded by !**/*.lock
📒 Files selected for processing (20)
  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/debug_request_context.py
  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/execute_menu_item.py
  • Server/src/services/tools/find_in_file.py
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/manage_prefabs.py
  • Server/src/services/tools/manage_scene.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_scriptable_object.py
  • Server/src/services/tools/manage_shader.py
  • Server/src/services/tools/read_console.py
  • Server/src/services/tools/refresh_unity.py
  • Server/src/services/tools/run_tests.py
  • Server/src/services/tools/script_apply_edits.py
  • Server/src/services/tools/set_active_instance.py
  • Server/src/services/tools/test_jobs.py
✅ Files skipped from review due to trivial changes (1)
  • Server/src/services/tools/execute_menu_item.py
🚧 Files skipped from review as they are similar to previous changes (9)
  • Server/src/services/tools/find_in_file.py
  • Server/src/services/tools/read_console.py
  • Server/src/services/tools/set_active_instance.py
  • Server/src/services/tools/manage_scriptable_object.py
  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/debug_request_context.py
  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/script_apply_edits.py
  • Server/src/services/tools/run_tests.py
🧰 Additional context used
🧠 Learnings (4)
📓 Common learnings
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.
📚 Learning: 2025-10-03T22:11:46.002Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.

Applied to files:

  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/refresh_unity.py
  • Server/src/services/tools/test_jobs.py
  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/manage_shader.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/manage_scene.py
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_prefabs.py
📚 Learning: 2025-11-05T18:23:12.349Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 368
File: MCPForUnity/UnityMcpServer~/src/resources/menu_items.py:15-15
Timestamp: 2025-11-05T18:23:12.349Z
Learning: In Unity MCP, the `name` parameter in the `mcp_for_unity_resource` decorator is the external API name exposed to MCP clients (LLMs, AI agents). The command string passed to `async_send_command_with_retry` or `async_send_with_unity_instance` (e.g., "get_menu_items") is the internal command identifier that must match the C# side. These are decoupled, allowing external API naming to evolve independently of internal command routing.

Applied to files:

  • Server/src/services/tools/refresh_unity.py
  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/manage_script.py
📚 Learning: 2025-12-29T04:54:25.306Z
Learnt from: dsarno
Repo: CoplayDev/unity-mcp PR: 490
File: Server/pyproject.toml:33-33
Timestamp: 2025-12-29T04:54:25.306Z
Learning: For fastmcp dependency in Server/pyproject.toml: prefer exact version pinning (e.g., fastmcp==2.14.1) rather than range pins like >=2.13.0, due to past issues where fastmcp introduced breaking changes that affected all MCP tools.

Applied to files:

  • Server/src/services/tools/execute_custom_tool.py
🧬 Code graph analysis (1)
Server/src/services/tools/manage_shader.py (2)
Server/src/transport/unity_transport.py (1)
  • send_with_unity_instance (79-113)
Server/src/transport/legacy/unity_connection.py (1)
  • async_send_command_with_retry (838-870)
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: Sourcery review
🔇 Additional comments (11)
Server/src/services/tools/refresh_unity.py (1)

18-24: LGTM!

The ToolAnnotations addition with destructiveHint=True is appropriate since refresh_unity triggers asset database refresh and script compilation, which can modify Unity state. The title is descriptive and the description is properly included.

Server/src/services/tools/execute_custom_tool.py (1)

13-20: LGTM!

The destructiveHint=True annotation is correctly applied since this tool executes arbitrary custom tools registered by Unity, which may perform destructive operations. This conservatively marks the tool to ensure MCP clients display appropriate warnings.

Server/src/services/tools/manage_material.py (1)

17-23: LGTM!

The annotations are correctly applied with destructiveHint=True since manage_material includes modifying actions (create, set_material_shader_property, etc.). The enhanced description clearly distinguishes read-only from modifying actions, which is helpful for LLM tool understanding.

Server/src/services/tools/test_jobs.py (2)

17-23: LGTM!

The destructiveHint=True annotation for run_tests_async is appropriate since running Unity tests can modify editor state and project resources during test execution.


76-82: LGTM!

The readOnlyHint=True annotation for get_test_job is correct since this tool only polls the status of an existing test job without modifying any Unity state.

Server/src/services/tools/manage_shader.py (1)

13-19: LGTM!

The destructiveHint=True annotation is correctly applied since manage_shader supports create, update, and delete operations on shader scripts. The enhanced description clearly distinguishes read-only from modifying actions, consistent with the pattern used in other tools.

Server/src/services/tools/manage_asset.py (1)

20-30: LGTM!

The destructiveHint=True annotation is appropriate since manage_asset includes destructive operations like delete, modify, and move. The existing description with payload safety tips is well-structured.

Server/src/services/tools/manage_prefabs.py (1)

13-19: LGTM!

The destructiveHint=True annotation is correctly applied since manage_prefabs includes operations that modify Unity state (saving prefabs, creating prefabs from GameObjects). The title and description are appropriately set.

Server/src/services/tools/manage_editor.py (1)

14-19: Verify that tag/layer modification actions should not be marked destructive.

The tool includes modifying actions add_tag, remove_tag, add_layer, and remove_layer that persistently modify ProjectSettings.asset. While the PR objectives categorize manage_editor as a session/mode toggle (excluding it from destructiveHint), these specific actions create durable project changes beyond ephemeral session state like play/pause/stop.

Please confirm that these persistent project modifications should not trigger a destructiveHint warning to MCP clients.

Server/src/services/tools/manage_scene.py (1)

14-20: LGTM! Correct destructiveHint for scene modifications.

The destructiveHint=True annotation correctly warns MCP clients about potentially destructive operations (create, load, save). The description accurately categorizes read-only versus modifying actions, and the screenshot action is appropriately classified as read-only (disk writes don't modify Unity scene resources).

Server/src/services/tools/manage_script.py (1)

1-645: LGTM! Comprehensive and semantically correct annotations across all script tools.

All seven tool decorators now include appropriate ToolAnnotations:

  • Destructive operations (apply_text_edits, create_script, delete_script, manage_script): correctly marked with destructiveHint=True to warn MCP clients about potential resource modifications.
  • Read-only operations (validate_script, manage_script_capabilities, get_sha): correctly marked with readOnlyHint=True to indicate safe, non-modifying actions.

The expanded signatures (create_script, validate_script, manage_script adding optional parameters) maintain backward compatibility, and all descriptions satisfy the requirement that MCP tools must include descriptions for proper client parsing.

Based on learnings, all Unity MCP tools include descriptions in their decorators for compatibility.


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Hey - I've found 1 issue, and left some high level feedback:

  • Several tools that can be either read-only or mutating depending on the action (e.g., manage_* routers, read_console, batch_execute) are marked unconditionally with destructiveHint=True; consider whether you want more granular signaling (e.g., per-action parameters or separate tools) so clients can auto-approve genuinely read-only invocations.
  • The ToolAnnotations blocks repeat very similar title/readOnlyHint/destructiveHint definitions across many tools; consider centralizing these (e.g., constants or a small helper wrapper around mcp_for_unity_tool) to reduce duplication and make future changes to annotation conventions easier.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- Several tools that can be either read-only or mutating depending on the action (e.g., `manage_*` routers, `read_console`, `batch_execute`) are marked unconditionally with `destructiveHint=True`; consider whether you want more granular signaling (e.g., per-action parameters or separate tools) so clients can auto-approve genuinely read-only invocations.
- The `ToolAnnotations` blocks repeat very similar `title`/`readOnlyHint`/`destructiveHint` definitions across many tools; consider centralizing these (e.g., constants or a small helper wrapper around `mcp_for_unity_tool`) to reduce duplication and make future changes to annotation conventions easier.

## Individual Comments

### Comment 1
<location> `Server/src/services/tools/batch_execute.py:25` </location>
<code_context>
 from transport.plugin_hub import PluginHub


 @mcp_for_unity_tool(
-    description="Return the current FastMCP request context details (client_id, session_id, and meta dump)."
+    description="Return the current FastMCP request context details (client_id, session_id, and meta dump).",
</code_context>

<issue_to_address>
**suggestion:** Clarify the destructive nature of `batch_execute`, since it can also wrap read-only calls.

Labeling `batch_execute` as destructive is reasonable for safety, but it will cause all uses to be treated as risky, even read-only batches. Consider adjusting the description to clarify that *batches may be destructive depending on the tools they contain*, so clients and agents can reflect that nuance instead of assuming every `batch_execute` call mutates state.
</issue_to_address>

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@triepod-ai
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Thank you for the review feedback!

Re: Dual-purpose tools: I've updated the descriptions for batch_execute, read_console, and all manage_* routers to clarify that their safety characteristics depend on the specific operations/tools being invoked. Each tool description now explicitly lists which actions are read-only vs destructive.

I've kept destructiveHint=True as a conservative default since MCP annotations are static metadata and these tools can perform destructive operations. This ensures clients show appropriate warnings for potentially risky invocations.

Re: Centralization: Valid point for larger codebases. For this PR's scope (23 tools), I prefer keeping annotations explicit per-tool for clarity and auditability. The repetitive pattern is intentional—it makes each tool self-documenting and easy to audit. Happy to refactor if the maintainers prefer centralized constants.

Changes pushed in commit 79c5ec7.

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⚠️ Outside diff range comments (1)
Server/src/services/tools/manage_script.py (1)

512-519: Consolidate multiple annotation strings into single descriptions for consistency.

Lines 513-519 contain multiple string metadata values in Annotated types (name, path, contents, script_type). The codebase convention uses single description strings. Combine the metadata into a single, more informative description string—for example: name: Annotated[str, "Script name without .cs extension"] and path: Annotated[str, "Path under Assets/ to create the script, e.g., 'Assets/Scripts/My.cs'"].

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  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/manage_scene.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_shader.py
  • Server/src/services/tools/read_console.py
🚧 Files skipped from review as they are similar to previous changes (5)
  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/manage_shader.py
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/read_console.py
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🧠 Learnings (3)
📓 Common learnings
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.
📚 Learning: 2025-10-03T22:11:46.002Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.

Applied to files:

  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_scene.py
📚 Learning: 2025-11-05T18:23:12.349Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 368
File: MCPForUnity/UnityMcpServer~/src/resources/menu_items.py:15-15
Timestamp: 2025-11-05T18:23:12.349Z
Learning: In Unity MCP, the `name` parameter in the `mcp_for_unity_resource` decorator is the external API name exposed to MCP clients (LLMs, AI agents). The command string passed to `async_send_command_with_retry` or `async_send_with_unity_instance` (e.g., "get_menu_items") is the internal command identifier that must match the C# side. These are decoupled, allowing external API naming to evolve independently of internal command routing.

Applied to files:

  • Server/src/services/tools/manage_script.py
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🔇 Additional comments (5)
Server/src/services/tools/manage_gameobject.py (1)

15-21: Annotations and description correctly applied.

The destructiveHint=True is appropriate since this tool supports destructive operations (create, modify, delete, etc.), even though some actions are read-only. The description clearly documents which actions fall into each category, enabling LLMs to make informed decisions.

Server/src/services/tools/manage_material.py (1)

17-23: Annotations properly configured.

The tool annotation correctly marks this as destructive since most operations modify material state. The description comprehensively categorizes all 7 actions (ping, get_material_info as read-only; the rest as destructive).

Server/src/services/tools/manage_scene.py (1)

12-18: Annotations correctly applied with accurate action classification.

The description properly categorizes screenshot as read-only (captures without modifying) and scene-modifying operations (create, load, save) as destructive. Good alignment between the action literals and documented behavior.

Server/src/services/tools/manage_script.py (2)

67-86: Well-documented tool with appropriate destructive hint.

The multi-line description provides excellent guidance for safe usage, including the recommended workflow and notes about alternative tools. The destructiveHint=True correctly reflects that this tool modifies script files.


377-383: All tool annotations correctly configured.

Each tool has appropriate hints:

  • create_script, delete_script, manage_scriptdestructiveHint=True
  • validate_script, manage_script_capabilities, get_shareadOnlyHint=True

The descriptions clearly document tool purposes. Based on learnings, including description in the decorator is a best practice for MCP client compatibility.

Also applies to: 428-434, 456-462, 503-509, 577-590, 615-621

@dsarno
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dsarno commented Dec 24, 2025

Read console can't do anything destructive can it?

@triepod-ai
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You're right! Clearing the console affects ephemeral UI state, not project data – it's not "destructive" in the MCP sense (irreversible data loss/modification). Changed to readOnlyHint=True in 9752549.

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Actionable comments posted: 0

🧹 Nitpick comments (1)
Server/src/services/tools/read_console.py (1)

15-21: Annotations and description look good!

The readOnlyHint=True annotation accurately reflects that this tool doesn't modify persistent project state, and the updated description provides helpful guidance about the count parameter format. The defensive coercion code (lines 67-82) already handles both int and string inputs correctly.

Optional: Consider clarifying "read-only" scope in the description

Since the tool supports both action='get' (read-only) and action='clear' (modifies ephemeral console UI), you might optionally expand the description to clarify that "read-only" refers to project/persistent state, not the console buffer itself. For example:

-    description="Gets messages from or clears the Unity Editor console. Note: For maximum client compatibility, pass count as a quoted string (e.g., '5').",
+    description="Gets messages from or clears the Unity Editor console (clears ephemeral UI state only, no project modifications). Note: For maximum client compatibility, pass count as a quoted string (e.g., '5').",

This is purely for explicitness and not required given the maintainer's deliberate decision on the hint semantics.

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🧠 Learnings (2)
📓 Common learnings
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.
📚 Learning: 2025-10-03T22:11:46.002Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.

Applied to files:

  • Server/src/services/tools/read_console.py
🧬 Code graph analysis (1)
Server/src/services/tools/read_console.py (2)
Server/src/transport/unity_transport.py (1)
  • send_with_unity_instance (78-103)
Server/src/transport/legacy/unity_connection.py (1)
  • async_send_command_with_retry (753-785)
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Server/src/services/tools/read_console.py (1)

7-8: LGTM!

The ToolAnnotations import is correctly added and necessary for the annotations block below.

@msanatan
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@triepod-ai please update with the main branch, we've had some changes.

Why did your uv.lock change btw? Doesn't seem like anything got added.

I looked at the docs: https://gofastmcp.com/servers/tools#mcp-annotations
And the PR with original examples: awslabs/mcp#671

While some of the tools can destroy resources, are they destructive? If I'm adding a GameObject, then manage_gameobject shouldn't be treated as destructive, though it can delete. I'd rather use that annotation if the tool only destroyed something. I'm happy to hear counterarguments, I didn't find the world of docs or use cases for this feature

@triepod-ai triepod-ai force-pushed the feat/add-tool-annotations branch from 9752549 to 2ae5e7d Compare December 29, 2025 23:00
@triepod-ai
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Thanks for the thorough feedback! You're absolutely right about the annotation semantics.

Branch update: Done - rebased with main.

uv.lock change: This changed because the MCP SDK was bumped from >=1.5.0 to >=1.8.0. The ToolAnnotations class requires SDK 1.8.0+. The lock file reflects the new resolved dependencies.

Annotation semantics: You're correct. I've updated the PR to follow the three-tier classification from the MCP spec:

Category When to Use Examples in This PR
readOnlyHint: true Tool ONLY reads find_in_file, validate_script, debug_request_context
Title only (no hints) Mixed behavior - depends on input manage_gameobject, manage_scene, batch_execute, etc.
destructiveHint: true Tool ONLY modifies apply_text_edits, create_script, delete_script, script_apply_edits

Tools like manage_gameobject now have only a title annotation, since their behavior depends on the action parameter passed by the caller. The key insight is that destructiveHint should only be set when the tool always modifies data, not when it can modify data based on input.

Changed to title-only:

  • manage_gameobject, manage_scene, manage_prefabs, manage_material, manage_shader
  • manage_editor, manage_script (router), batch_execute, execute_menu_item, execute_custom_tool
  • read_console (clear only affects ephemeral UI state)

Kept destructiveHint: true for always-destructive tools:

  • apply_text_edits, create_script, delete_script, script_apply_edits, run_tests, set_active_instance

@dsarno
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dsarno commented Dec 29, 2025

@triepod-ai -- set_active_instance isn't destructive, it's a mode toggle.

Also, just curious -- is your account responding automatically via AI?

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Actionable comments posted: 5

🧹 Nitpick comments (1)
Server/src/services/tools/manage_scene.py (1)

34-35: Consider validating screenshot_super_size constraint.

The parameter description specifies "integer ≥1", but the implementation at line 50 only coerces to int without validating the lower bound. Invalid values (≤0) could be passed to Unity.

Consider adding validation after coercion:

🔎 Proposed validation for screenshot_super_size
     coerced_super_size = coerce_int(screenshot_super_size, default=None)
+    if coerced_super_size is not None and coerced_super_size < 1:
+        return {"success": False, "message": "screenshot_super_size must be ≥1"}
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  • Server/uv.lock is excluded by !**/*.lock
📒 Files selected for processing (17)
  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/debug_request_context.py
  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/execute_menu_item.py
  • Server/src/services/tools/find_in_file.py
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/manage_prefabs.py
  • Server/src/services/tools/manage_scene.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_shader.py
  • Server/src/services/tools/read_console.py
  • Server/src/services/tools/run_tests.py
  • Server/src/services/tools/script_apply_edits.py
  • Server/src/services/tools/set_active_instance.py
🚧 Files skipped from review as they are similar to previous changes (8)
  • Server/src/services/tools/manage_asset.py
  • Server/src/services/tools/script_apply_edits.py
  • Server/src/services/tools/debug_request_context.py
  • Server/src/services/tools/find_in_file.py
  • Server/src/services/tools/read_console.py
  • Server/src/services/tools/batch_execute.py
  • Server/src/services/tools/execute_menu_item.py
  • Server/src/services/tools/run_tests.py
🧰 Additional context used
🧠 Learnings (3)
📓 Common learnings
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.
📚 Learning: 2025-10-03T22:11:46.002Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 301
File: docs/CUSTOM_TOOLS.md:54-62
Timestamp: 2025-10-03T22:11:46.002Z
Learning: In Unity MCP, the `description` parameter in the `mcp_for_unity_tool` decorator is technically optional but should always be included as a best practice. Without it, there's a higher chance that MCP clients will not parse the tool correctly. All Unity MCP tools should include the description in the decorator for compatibility.

Applied to files:

  • Server/src/services/tools/set_active_instance.py
  • Server/src/services/tools/manage_gameobject.py
  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/manage_script.py
  • Server/src/services/tools/manage_scene.py
  • Server/src/services/tools/manage_material.py
  • Server/src/services/tools/manage_prefabs.py
  • Server/src/services/tools/manage_editor.py
  • Server/src/services/tools/manage_shader.py
📚 Learning: 2025-11-05T18:23:12.349Z
Learnt from: msanatan
Repo: CoplayDev/unity-mcp PR: 368
File: MCPForUnity/UnityMcpServer~/src/resources/menu_items.py:15-15
Timestamp: 2025-11-05T18:23:12.349Z
Learning: In Unity MCP, the `name` parameter in the `mcp_for_unity_resource` decorator is the external API name exposed to MCP clients (LLMs, AI agents). The command string passed to `async_send_command_with_retry` or `async_send_with_unity_instance` (e.g., "get_menu_items") is the internal command identifier that must match the C# side. These are decoupled, allowing external API naming to evolve independently of internal command routing.

Applied to files:

  • Server/src/services/tools/execute_custom_tool.py
  • Server/src/services/tools/manage_script.py
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
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🔇 Additional comments (21)
Server/src/services/tools/manage_prefabs.py (2)

4-4: LGTM!

The ToolAnnotations import is correctly added and follows the pattern established across the PR.


15-17: Missing destructiveHint annotation inconsistent with PR objectives.

The PR summary explicitly lists manage_prefabs as one of 18 tools marked with destructiveHint=true, but the annotations block here contains only the title. Since this tool can perform destructive operations (save_open_stage, create_from_gameobject), the absence of destructiveHint=True appears inconsistent with the stated PR goals of conservative annotation choices for tools that can modify state.

Additionally, per the PR comments, dual-purpose routers were updated in commit 79c5ec7 to clarify which actions are destructive versus read-only in their descriptions. Consider enhancing the description to specify which of the four actions modify project state.

Suggested fix
 @mcp_for_unity_tool(
-    description="Performs prefab operations (open_stage, close_stage, save_open_stage, create_from_gameobject).",
+    description="Performs prefab operations (open_stage, close_stage, save_open_stage, create_from_gameobject). Destructive actions: save_open_stage, create_from_gameobject.",
     annotations=ToolAnnotations(
         title="Manage Prefabs",
+        destructiveHint=True,
     ),
 )
Server/src/services/tools/manage_gameobject.py (2)

6-6: LGTM: Import addition is correct.

The ToolAnnotations import from mcp.types is properly added and necessary for the annotations parameter in the decorator.


16-19: Verify the omission of destructiveHint annotation.

The decorator adds a title annotation and clarifies read-only vs. modifying actions in the description, but notably omits both destructiveHint and readOnlyHint. According to the PR objectives, manage_gameobject was initially included in the list of 18 tools marked as destructive.

Given that this tool can perform clearly destructive operations (delete, remove_component, set_component_property), and the PR rationale states that destructiveHint is kept "as a conservative default for tools that can perform destructive operations" to ensure clients surface appropriate warnings, the absence of destructiveHint=True appears inconsistent.

Was the omission of destructiveHint intentional based on reviewer feedback suggesting dual-purpose tools shouldn't be marked destructive, or was it an oversight?

Suggested addition if destructive marking is appropriate:

🔎 Add destructiveHint annotation
 @mcp_for_unity_tool(
     description="Performs CRUD operations on GameObjects and components. Read-only actions: find, get_components, get_component. Modifying actions: create, modify, delete, add_component, remove_component, set_component_property, duplicate, move_relative.",
     annotations=ToolAnnotations(
         title="Manage GameObject",
+        destructiveHint=True,
     ),
 )
Server/src/services/tools/manage_scene.py (4)

4-4: LGTM!

The import aligns with the PR objectives to add MCP tool annotations using mcp>=1.16.0.


13-18: Verify the intentional omission of destructive/readOnly hints for dual-purpose tools.

The decorator includes a clear title and differentiates read-only from modifying actions in the description, but does not include destructiveHint or readOnlyHint in the ToolAnnotations. According to the PR objectives, this tool was initially marked as destructive, but the approach was refined based on reviewer feedback to clarify behavior in descriptions for dual-purpose routers.

Confirm this approach aligns with the final annotation strategy for tools that perform both read-only and modifying operations.


49-84: LGTM!

The parameter coercion and conditional parameter building logic is clean and consistent. All optional parameters are properly checked before being added to the params dictionary, and the mapping to Unity-side naming conventions is appropriate.


86-95: LGTM!

The response handling properly uses the centralized Unity interaction helper, unwraps successful responses into a user-friendly format, and provides structured error handling for both Unity-side and Python-side failures.

Server/src/services/tools/manage_shader.py (1)

5-5: LGTM! Import and description updates are appropriate.

The ToolAnnotations import is correctly added, and the description update effectively clarifies which actions are read-only versus modifying, aligning with the PR's approach to document dual-purpose tool behavior.

Also applies to: 14-14

Server/src/services/tools/manage_material.py (1)

7-8: The import statement is correct and compatible with the declared dependency version mcp>=1.16.0. The ToolAnnotations class is properly available in mcp.types, and this import pattern is consistently used across 15+ tool files throughout the codebase.

Server/src/services/tools/set_active_instance.py (1)

5-6: LGTM!

The import of ToolAnnotations from mcp.types is correct and necessary for the decorator annotations below.

Server/src/services/tools/manage_editor.py (2)

15-15: Excellent description enhancement.

The updated description clearly separates read-only actions from modifying actions, improving tool discoverability and helping MCP clients understand the tool's dual-purpose nature.


16-18: The absence of destructiveHint appears intentional and consistent with similar tools.

While the tool description explicitly lists modifying actions (add_tag, remove_tag, add_layer, remove_layer, play, pause, stop), the codebase shows a consistent pattern: dual-purpose tools like manage_scene, manage_material, and manage_prefabs also omit destructiveHint despite having modifying operations. The destructiveHint annotation appears reserved for tools that are primarily destructive (e.g., run_tests, script_apply_edits), not for mixed read-write tools. This design decision differs from a "conservative approach" of marking all state-modifying tools; if broader marking is intended, this would need to be applied consistently across all similar manage_* tools, not just manage_editor.

Server/src/services/tools/execute_custom_tool.py (1)

16-18: Consider adding destructiveHint for consistency with PR's conservative approach.

The annotations currently include only a title. According to the PR objectives, execute_custom_tool was initially marked with destructiveHint=True as part of the conservative default for tools that can modify state. Since this tool executes arbitrary custom tools registered by Unity—which could perform destructive operations—the absence of destructiveHint appears inconsistent with the stated approach.

Was the destructive hint intentionally omitted after review discussions, or is this an oversight?

🔎 Suggested addition if destructiveHint is intended
     annotations=ToolAnnotations(
         title="Execute Custom Tool",
+        destructiveHint=True,
     ),
Server/src/services/tools/manage_script.py (7)

67-86: LGTM!

The annotations are appropriate: destructiveHint=True correctly reflects that this tool modifies script content. The detailed description provides clear guidance on the recommended workflow.


377-390: LGTM!

The annotations and signature changes are correct. The new parameters (contents, script_type, namespace) are properly integrated into the function body, and destructiveHint=True appropriately reflects the tool's script-creation behavior.


428-434: LGTM!

The destructiveHint=True annotation correctly reflects that this tool deletes scripts, which is an irreversible operation.


456-470: LGTM!

The annotations and signature changes are correct. The readOnlyHint=True appropriately reflects that validation doesn't modify state, and the new parameters (level, include_diagnostics) are properly integrated.


576-589: LGTM!

The readOnlyHint=True annotation correctly reflects that this tool only retrieves capability metadata without modifying state. The detailed description clearly documents the returned data structure.


614-620: LGTM!

The readOnlyHint=True annotation appropriately reflects that this tool only retrieves SHA metadata without returning or modifying file contents.


7-7: The ToolAnnotations import from mcp.types is correct and properly supported. The project specifies mcp>=1.16.0 in dependencies, and ToolAnnotations is available in that version and later for adding metadata hints (destructiveHint, readOnlyHint, idempotentHint, openWorldHint, title) to tool definitions.

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msanatan commented Dec 29, 2025

@triepod-ai -- set_active_instance isn't destructive, it's a mode toggle.

Also, just curious -- is your account responding automatically via AI?

Dead internet theory is alive and well lol

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Good catch on set_active_instance - you're right that it's a session-scoped toggle, not a persistent modification. I've removed destructiveHint from it as well.

To answer your question: I'm using Claude Code interactively as an AI-assisted development tool - it's not running automatically. I use it to help analyze codebases, draft changes, and iterate on review feedback. All contributions are manually reviewed and submitted by me.

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@triepod-ai I probably wasn't clear, I don't know if destructiveHint was misused originally. It may have been, from the limited info I found and read, but I don't know.

MCP docs suggests your original approach was correct i.e. we should add the destructive hint if the tool MAY perform a destructive action: https://modelcontextprotocol.io/legacy/concepts/tools?utm_source=chatgpt.com#available-tool-annotations.

Apologies for the mix up. Can you re-apply to tool that may destroy a resource in Unity?

Otherwise, this PR is fine with me @dsarno

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Thanks for the clarification @msanatan! I've re-applied destructiveHint=True to tools that may destroy Unity resources:

Tools with destructiveHint=True (can destroy resources):

  • manage_gameobject, manage_scene, manage_prefabs
  • manage_material, manage_shader, manage_script (router)
  • manage_asset, batch_execute
  • execute_menu_item, execute_custom_tool

Kept as-is (no destructiveHint):

  • read_console - clearing is ephemeral UI state
  • set_active_instance - session toggle, not destructive
  • manage_editor - no destructive actions (play/pause/telemetry)

Commit: 1ad17a5

@dsarno
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dsarno commented Dec 31, 2025

Good by me. Thanks @triepod-ai. Let's merge after #499 and add manage_scriptable _objects to list of annotated (destructive).

@triepod-ai triepod-ai force-pushed the feat/add-tool-annotations branch from 1ad17a5 to 6c6cd13 Compare December 31, 2025 12:23
@triepod-ai
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Thanks @dsarno! I've rebased with main and added annotations to manage_scriptable_object:

@mcp_for_unity_tool(
    description="Creates and modifies ScriptableObject assets using Unity SerializedObject property paths.",
    annotations=ToolAnnotations(
        title="Manage Scriptable Object",
        destructiveHint=True,
    ),
)

Ready to merge after #499! 🚀

@dsarno
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dsarno commented Jan 4, 2026

@triepod-ai Sorry -- a lot of activity over here. If you can fix the conflicts one more time I'll merge as soon as you're done. Thanks.

web-flow and others added 7 commits January 5, 2026 03:56
Add readOnlyHint and destructiveHint annotations to all 23 tools
to help LLMs better understand tool behavior and make safer decisions.

Changes:
- Added readOnlyHint: true to 5 read-only tools:
  - debug_request_context, find_in_file, validate_script,
    manage_script_capabilities, get_sha
- Added destructiveHint: true to 18 tools that modify data:
  - All CRUD tools, execution tools, and state-modifying tools
- Added title annotations for human-readable display
- Imported ToolAnnotations from mcp.types in all tool files

This improves tool safety metadata for MCP clients.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
Address Sourcery AI review feedback by updating descriptions for
batch_execute and manage_* tools to clarify their safety characteristics
depend on the specific actions/operations being performed.

Updated tools:
- batch_execute: clarifies safety depends on contained tools
- read_console: clarifies 'get' is read-only, 'clear' is destructive
- manage_asset: lists read-only vs destructive actions
- manage_gameobject: lists read-only vs destructive actions
- manage_scene: lists read-only vs destructive actions
- manage_editor: lists read-only vs destructive actions
- manage_material: lists read-only vs destructive actions
- manage_shader: lists read-only vs destructive actions
- manage_script: lists read-only vs destructive actions

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
Address maintainer feedback on annotation semantics. Tools that
have both read-only and modifying actions based on the 'action'
parameter should not be marked as destructive.

Changed to title-only annotations:
- manage_gameobject (find/get vs create/modify/delete)
- manage_scene (get_hierarchy vs create/load/save)
- manage_prefabs (open_stage vs save/create)
- manage_material (ping/get vs create/set)
- manage_shader (read vs create/update/delete)
- manage_editor (telemetry_status vs play/pause)
- manage_script router (read vs create/delete)
- batch_execute (depends on contained operations)
- execute_menu_item (behavior varies by menu item)
- execute_custom_tool (behavior varies by custom tool)
- read_console (get vs clear - ephemeral UI state)

Kept destructiveHint=True for always-destructive tools:
- apply_text_edits (always writes files)
- create_script (always creates files)
- delete_script (always deletes files)
- script_apply_edits (always writes files)
- run_tests (always executes tests)
- set_active_instance (always modifies session)
set_active_instance is a session-scoped operation that switches which
Unity instance is active. It doesn't persist data and is easily reversible,
so it should not be marked as destructive.
Per maintainer feedback referencing MCP docs, tools should have
destructiveHint=True if they MAY perform a destructive action,
even if they also support read-only operations.

Re-applied to tools that can destroy Unity resources:
- manage_gameobject, manage_scene, manage_prefabs
- manage_material, manage_shader, manage_script
- manage_asset, batch_execute
- execute_menu_item, execute_custom_tool

Kept as-is (no destructiveHint):
- read_console (clearing is ephemeral UI state)
- set_active_instance (session toggle, not destructive)
- manage_editor (no destructive actions)

🤖 Generated with [Claude Code](https://claude.com/claude-code)
Per reviewer request (@dsarno), add ToolAnnotations with destructiveHint=True
to manage_scriptable_object tool since it can create/modify ScriptableObject assets.

🤖 Generated with [Claude Code](https://claude.com/claude-code)
Add readOnlyHint and destructiveHint annotations to tools added
since the last commit:

- refresh_unity: destructiveHint=True (triggers asset DB refresh)
- run_tests_async: destructiveHint=True (starts test execution)
- get_test_job: readOnlyHint=True (queries job status only)

Also regenerate uv.lock after rebase.
@triepod-ai triepod-ai force-pushed the feat/add-tool-annotations branch from 6c6cd13 to 43eb921 Compare January 5, 2026 09:58
@triepod-ai
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@dsarno Done! Conflicts resolved and rebased onto main.

Changes in this update:

  • Resolved conflicts in read_console.py and run_tests.py
  • Added tool annotations to new tools added since my last commit:
    • refresh_unity: destructiveHint=True (triggers asset DB refresh)
    • run_tests_async: destructiveHint=True (starts test execution)
    • get_test_job: readOnlyHint=True (queries job status only)
  • Regenerated uv.lock after rebase

Ready for merge whenever you are! 🚀

@dsarno dsarno merged commit 9d5a817 into CoplayDev:main Jan 6, 2026
2 checks passed
@msanatan
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msanatan commented Jan 6, 2026

FYI this seems to have broken tests on the main branch: https://github.com/CoplayDev/unity-mcp/actions/runs/20733432481/job/59525976866

@dsarno
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dsarno commented Jan 6, 2026

I fixed this in the gameobject PR fyi. Had to do with the upgrade to mcp SDK, which is overall a good thing anyway.

@msanatan
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msanatan commented Jan 6, 2026

I fixed this in the gameobject PR fyi. Had to do with the upgrade to mcp SDK, which is overall a good thing anyway.

I just rebased my fork and it still fails for me: https://github.com/msanatan/unity-mcp/actions/runs/20736274387. I'll check it out

@dsarno
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dsarno commented Jan 6, 2026

Yes I haven't merged the big gameobject PR that fixes it yet. You're welcome to patch tho.

@msanatan
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msanatan commented Jan 6, 2026

Yes I haven't merged the big gameobject PR that fixes it yet. You're welcome to patch tho.

Nope, it's just another reminder that it's my bed time lol

@msanatan
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msanatan commented Jan 7, 2026

@triepod-ai if you're on LinkedIn, Twitter/X - share your profile and we'll tag you for your contributions! Completely optional of course

@triepod-ai
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@msanatan thanks!! appreciate it!! glad to be able to contribute! https://www.linkedin.com/in/bryan-thompson-it/

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4 participants