using System;
using System.Collections.Generic;
using System.IO;
using MCPForUnity.Editor.Helpers;
using Newtonsoft.Json.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MCPForUnity.Editor.Tools.Prefabs
{
[McpForUnityTool("manage_prefabs", AutoRegister = false)]
///
/// Tool to manage Unity Prefabs: create, inspect, and modify prefab assets.
/// Uses headless editing (no UI, no dialogs) for reliable automated workflows.
///
public static class ManagePrefabs
{
// Action constants
private const string ACTION_CREATE_FROM_GAMEOBJECT = "create_from_gameobject";
private const string ACTION_GET_INFO = "get_info";
private const string ACTION_GET_HIERARCHY = "get_hierarchy";
private const string ACTION_MODIFY_CONTENTS = "modify_contents";
private const string SupportedActions = ACTION_CREATE_FROM_GAMEOBJECT + ", " + ACTION_GET_INFO + ", " + ACTION_GET_HIERARCHY + ", " + ACTION_MODIFY_CONTENTS;
public static object HandleCommand(JObject @params)
{
if (@params == null)
{
return new ErrorResponse("Parameters cannot be null.");
}
string action = @params["action"]?.ToString()?.ToLowerInvariant();
if (string.IsNullOrEmpty(action))
{
return new ErrorResponse($"Action parameter is required. Valid actions are: {SupportedActions}.");
}
try
{
switch (action)
{
case ACTION_CREATE_FROM_GAMEOBJECT:
return CreatePrefabFromGameObject(@params);
case ACTION_GET_INFO:
return GetInfo(@params);
case ACTION_GET_HIERARCHY:
return GetHierarchy(@params);
case ACTION_MODIFY_CONTENTS:
return ModifyContents(@params);
default:
return new ErrorResponse($"Unknown action: '{action}'. Valid actions are: {SupportedActions}.");
}
}
catch (Exception e)
{
McpLog.Error($"[ManagePrefabs] Action '{action}' failed: {e}");
return new ErrorResponse($"Internal error: {e.Message}");
}
}
#region Create Prefab from GameObject
///
/// Creates a prefab asset from a GameObject in the scene.
///
private static object CreatePrefabFromGameObject(JObject @params)
{
// 1. Validate and parse parameters
var validation = ValidateCreatePrefabParams(@params);
if (!validation.isValid)
{
return new ErrorResponse(validation.errorMessage);
}
string targetName = validation.targetName;
string finalPath = validation.finalPath;
bool includeInactive = validation.includeInactive;
bool replaceExisting = validation.replaceExisting;
bool unlinkIfInstance = validation.unlinkIfInstance;
// 2. Find the source object
GameObject sourceObject = FindSceneObjectByName(targetName, includeInactive);
if (sourceObject == null)
{
return new ErrorResponse($"GameObject '{targetName}' not found in the active scene or prefab stage{(includeInactive ? " (including inactive objects)" : "")}.");
}
// 3. Validate source object state
var objectValidation = ValidateSourceObjectForPrefab(sourceObject, unlinkIfInstance);
if (!objectValidation.isValid)
{
return new ErrorResponse(objectValidation.errorMessage);
}
// 4. Check for path conflicts and track if file will be replaced
bool fileExistedAtPath = AssetDatabase.LoadAssetAtPath(finalPath) != null;
if (!replaceExisting && fileExistedAtPath)
{
finalPath = AssetDatabase.GenerateUniqueAssetPath(finalPath);
McpLog.Info($"[ManagePrefabs] Generated unique path: {finalPath}");
}
// 5. Ensure directory exists
EnsureAssetDirectoryExists(finalPath);
// 6. Unlink from existing prefab if needed
if (unlinkIfInstance && objectValidation.shouldUnlink)
{
try
{
// UnpackPrefabInstance requires the prefab instance root, not a child object
GameObject rootToUnlink = PrefabUtility.GetOutermostPrefabInstanceRoot(sourceObject);
if (rootToUnlink != null)
{
PrefabUtility.UnpackPrefabInstance(rootToUnlink, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
McpLog.Info($"[ManagePrefabs] Unpacked prefab instance '{rootToUnlink.name}' before creating new prefab.");
}
}
catch (Exception e)
{
return new ErrorResponse($"Failed to unlink prefab instance: {e.Message}");
}
}
// 7. Create the prefab
try
{
GameObject result = CreatePrefabAsset(sourceObject, finalPath, replaceExisting);
if (result == null)
{
return new ErrorResponse($"Failed to create prefab asset at '{finalPath}'.");
}
// 8. Select the newly created instance
Selection.activeGameObject = result;
return new SuccessResponse(
$"Prefab created at '{finalPath}' and instance linked.",
new
{
prefabPath = finalPath,
instanceId = result.GetInstanceID(),
instanceName = result.name,
wasUnlinked = unlinkIfInstance && objectValidation.shouldUnlink,
wasReplaced = replaceExisting && fileExistedAtPath,
componentCount = result.GetComponents().Length,
childCount = result.transform.childCount
}
);
}
catch (Exception e)
{
McpLog.Error($"[ManagePrefabs] Error creating prefab at '{finalPath}': {e}");
return new ErrorResponse($"Error saving prefab asset: {e.Message}");
}
}
///
/// Validates parameters for creating a prefab from GameObject.
///
private static (bool isValid, string errorMessage, string targetName, string finalPath, bool includeInactive, bool replaceExisting, bool unlinkIfInstance)
ValidateCreatePrefabParams(JObject @params)
{
string targetName = @params["target"]?.ToString() ?? @params["name"]?.ToString();
if (string.IsNullOrEmpty(targetName))
{
return (false, "'target' parameter is required for create_from_gameobject.", null, null, false, false, false);
}
string requestedPath = @params["prefabPath"]?.ToString();
if (string.IsNullOrWhiteSpace(requestedPath))
{
return (false, "'prefabPath' parameter is required for create_from_gameobject.", targetName, null, false, false, false);
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(requestedPath);
if (sanitizedPath == null)
{
return (false, $"Invalid prefab path (path traversal detected): '{requestedPath}'", targetName, null, false, false, false);
}
if (string.IsNullOrEmpty(sanitizedPath))
{
return (false, $"Invalid prefab path '{requestedPath}'. Path cannot be empty.", targetName, null, false, false, false);
}
if (!sanitizedPath.EndsWith(".prefab", StringComparison.OrdinalIgnoreCase))
{
sanitizedPath += ".prefab";
}
// Validate path is within Assets folder
if (!sanitizedPath.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
{
return (false, $"Prefab path must be within the Assets folder. Got: '{sanitizedPath}'", targetName, null, false, false, false);
}
bool includeInactive = @params["searchInactive"]?.ToObject() ?? false;
bool replaceExisting = @params["allowOverwrite"]?.ToObject() ?? false;
bool unlinkIfInstance = @params["unlinkIfInstance"]?.ToObject() ?? false;
return (true, null, targetName, sanitizedPath, includeInactive, replaceExisting, unlinkIfInstance);
}
///
/// Validates source object can be converted to prefab.
///
private static (bool isValid, string errorMessage, bool shouldUnlink, string existingPrefabPath)
ValidateSourceObjectForPrefab(GameObject sourceObject, bool unlinkIfInstance)
{
// Check if this is a Prefab Asset (the .prefab file itself in the editor)
if (PrefabUtility.IsPartOfPrefabAsset(sourceObject))
{
return (false,
$"GameObject '{sourceObject.name}' is part of a prefab asset. " +
"Open the prefab stage to save changes instead.",
false, null);
}
// Check if this is already a Prefab Instance
PrefabInstanceStatus status = PrefabUtility.GetPrefabInstanceStatus(sourceObject);
if (status != PrefabInstanceStatus.NotAPrefab)
{
string existingPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(sourceObject);
if (!unlinkIfInstance)
{
return (false,
$"GameObject '{sourceObject.name}' is already linked to prefab '{existingPath}'. " +
"Set 'unlinkIfInstance' to true to unlink it first, or modify the existing prefab instead.",
false, existingPath);
}
// Needs to be unlinked
return (true, null, true, existingPath);
}
return (true, null, false, null);
}
///
/// Creates a prefab asset from a GameObject.
///
private static GameObject CreatePrefabAsset(GameObject sourceObject, string path, bool replaceExisting)
{
GameObject result = PrefabUtility.SaveAsPrefabAssetAndConnect(
sourceObject,
path,
InteractionMode.AutomatedAction
);
string action = replaceExisting ? "Replaced existing" : "Created new";
McpLog.Info($"[ManagePrefabs] {action} prefab at '{path}'.");
if (result != null)
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
return result;
}
#endregion
///
/// Ensures the directory for an asset path exists, creating it if necessary.
///
private static void EnsureAssetDirectoryExists(string assetPath)
{
string directory = Path.GetDirectoryName(assetPath);
if (string.IsNullOrEmpty(directory))
{
return;
}
// Use Application.dataPath for more reliable path resolution
// Application.dataPath points to the Assets folder (e.g., ".../ProjectName/Assets")
string assetsPath = Application.dataPath;
string projectRoot = Path.GetDirectoryName(assetsPath);
string fullDirectory = Path.Combine(projectRoot, directory);
if (!Directory.Exists(fullDirectory))
{
Directory.CreateDirectory(fullDirectory);
AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
McpLog.Info($"[ManagePrefabs] Created directory: {directory}");
}
}
///
/// Finds a GameObject by name in the active scene or current prefab stage.
///
private static GameObject FindSceneObjectByName(string name, bool includeInactive)
{
// First check if we're in Prefab Stage
PrefabStage stage = PrefabStageUtility.GetCurrentPrefabStage();
if (stage?.prefabContentsRoot != null)
{
foreach (Transform transform in stage.prefabContentsRoot.GetComponentsInChildren(includeInactive))
{
if (transform.name == name && (includeInactive || transform.gameObject.activeSelf))
{
return transform.gameObject;
}
}
}
// Search in the active scene
Scene activeScene = SceneManager.GetActiveScene();
foreach (GameObject root in activeScene.GetRootGameObjects())
{
// Check the root object itself
if (root.name == name && (includeInactive || root.activeSelf))
{
return root;
}
// Check children
foreach (Transform transform in root.GetComponentsInChildren(includeInactive))
{
if (transform.name == name && (includeInactive || transform.gameObject.activeSelf))
{
return transform.gameObject;
}
}
}
return null;
}
#region Read Operations
///
/// Gets basic metadata information about a prefab asset.
///
private static object GetInfo(JObject @params)
{
string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
if (string.IsNullOrEmpty(prefabPath))
{
return new ErrorResponse("'prefabPath' parameter is required for get_info.");
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
if (string.IsNullOrEmpty(sanitizedPath))
{
return new ErrorResponse($"Invalid prefab path: '{prefabPath}'.");
}
GameObject prefabAsset = AssetDatabase.LoadAssetAtPath(sanitizedPath);
if (prefabAsset == null)
{
return new ErrorResponse($"No prefab asset found at path '{sanitizedPath}'.");
}
string guid = PrefabUtilityHelper.GetPrefabGUID(sanitizedPath);
PrefabAssetType assetType = PrefabUtility.GetPrefabAssetType(prefabAsset);
string prefabTypeString = assetType.ToString();
var componentTypes = PrefabUtilityHelper.GetComponentTypeNames(prefabAsset);
int childCount = PrefabUtilityHelper.CountChildrenRecursive(prefabAsset.transform);
var (isVariant, parentPrefab, _) = PrefabUtilityHelper.GetVariantInfo(prefabAsset);
return new SuccessResponse(
$"Successfully retrieved prefab info.",
new
{
assetPath = sanitizedPath,
guid = guid,
prefabType = prefabTypeString,
rootObjectName = prefabAsset.name,
rootComponentTypes = componentTypes,
childCount = childCount,
isVariant = isVariant,
parentPrefab = parentPrefab
}
);
}
///
/// Gets the hierarchical structure of a prefab asset.
/// Returns all objects in the prefab for full client-side filtering and search.
///
private static object GetHierarchy(JObject @params)
{
string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
if (string.IsNullOrEmpty(prefabPath))
{
return new ErrorResponse("'prefabPath' parameter is required for get_hierarchy.");
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
if (string.IsNullOrEmpty(sanitizedPath))
{
return new ErrorResponse($"Invalid prefab path '{prefabPath}'. Path traversal sequences are not allowed.");
}
// Load prefab contents in background (without opening stage UI)
GameObject prefabContents = PrefabUtility.LoadPrefabContents(sanitizedPath);
if (prefabContents == null)
{
return new ErrorResponse($"Failed to load prefab contents from '{sanitizedPath}'.");
}
try
{
// Build complete hierarchy items (no pagination)
var allItems = BuildHierarchyItems(prefabContents.transform, sanitizedPath);
return new SuccessResponse(
$"Successfully retrieved prefab hierarchy. Found {allItems.Count} objects.",
new
{
prefabPath = sanitizedPath,
total = allItems.Count,
items = allItems
}
);
}
finally
{
// Always unload prefab contents to free memory
PrefabUtility.UnloadPrefabContents(prefabContents);
}
}
#endregion
#region Headless Prefab Editing
///
/// Modifies a prefab's contents directly without opening the prefab stage.
/// This is ideal for automated/agentic workflows as it avoids UI, dirty flags, and dialogs.
///
private static object ModifyContents(JObject @params)
{
string prefabPath = @params["prefabPath"]?.ToString() ?? @params["path"]?.ToString();
if (string.IsNullOrEmpty(prefabPath))
{
return new ErrorResponse("'prefabPath' parameter is required for modify_contents.");
}
string sanitizedPath = AssetPathUtility.SanitizeAssetPath(prefabPath);
if (string.IsNullOrEmpty(sanitizedPath))
{
return new ErrorResponse($"Invalid prefab path '{prefabPath}'. Path traversal sequences are not allowed.");
}
// Load prefab contents in isolated context (no UI)
GameObject prefabContents = PrefabUtility.LoadPrefabContents(sanitizedPath);
if (prefabContents == null)
{
return new ErrorResponse($"Failed to load prefab contents from '{sanitizedPath}'.");
}
try
{
// Find target object within the prefab (defaults to root)
string targetName = @params["target"]?.ToString();
GameObject targetGo = FindInPrefabContents(prefabContents, targetName);
if (targetGo == null)
{
string searchedFor = string.IsNullOrEmpty(targetName) ? "root" : $"'{targetName}'";
return new ErrorResponse($"Target {searchedFor} not found in prefab '{sanitizedPath}'.");
}
// Apply modifications
var modifyResult = ApplyModificationsToPrefabObject(targetGo, @params, prefabContents);
if (modifyResult.error != null)
{
return modifyResult.error;
}
// Skip saving when no modifications were made to avoid unnecessary asset writes
if (!modifyResult.modified)
{
return new SuccessResponse(
$"Prefab '{sanitizedPath}' is already up to date; no changes were applied.",
new
{
prefabPath = sanitizedPath,
targetName = targetGo.name,
modified = false
}
);
}
// Save the prefab
bool success;
PrefabUtility.SaveAsPrefabAsset(prefabContents, sanitizedPath, out success);
if (!success)
{
return new ErrorResponse($"Failed to save prefab asset at '{sanitizedPath}'.");
}
AssetDatabase.Refresh();
McpLog.Info($"[ManagePrefabs] Successfully modified and saved prefab '{sanitizedPath}' (headless).");
return new SuccessResponse(
$"Prefab '{sanitizedPath}' modified and saved successfully.",
new
{
prefabPath = sanitizedPath,
targetName = targetGo.name,
modified = modifyResult.modified,
transform = new
{
position = new { x = targetGo.transform.localPosition.x, y = targetGo.transform.localPosition.y, z = targetGo.transform.localPosition.z },
rotation = new { x = targetGo.transform.localEulerAngles.x, y = targetGo.transform.localEulerAngles.y, z = targetGo.transform.localEulerAngles.z },
scale = new { x = targetGo.transform.localScale.x, y = targetGo.transform.localScale.y, z = targetGo.transform.localScale.z }
},
componentTypes = PrefabUtilityHelper.GetComponentTypeNames(targetGo)
}
);
}
finally
{
// Always unload prefab contents to free memory
PrefabUtility.UnloadPrefabContents(prefabContents);
}
}
///
/// Finds a GameObject within loaded prefab contents by name or path.
///
private static GameObject FindInPrefabContents(GameObject prefabContents, string target)
{
if (string.IsNullOrEmpty(target))
{
// Return root if no target specified
return prefabContents;
}
// Try to find by path first (e.g., "Parent/Child/Target")
if (target.Contains("/"))
{
Transform found = prefabContents.transform.Find(target);
if (found != null)
{
return found.gameObject;
}
// If path starts with root name, try without it
if (target.StartsWith(prefabContents.name + "/"))
{
string relativePath = target.Substring(prefabContents.name.Length + 1);
found = prefabContents.transform.Find(relativePath);
if (found != null)
{
return found.gameObject;
}
}
}
// Check if target matches root name
if (prefabContents.name == target)
{
return prefabContents;
}
// Search by name in hierarchy
foreach (Transform t in prefabContents.GetComponentsInChildren(true))
{
if (t.gameObject.name == target)
{
return t.gameObject;
}
}
return null;
}
///
/// Applies modifications to a GameObject within loaded prefab contents.
/// Returns (modified: bool, error: ErrorResponse or null).
///
private static (bool modified, ErrorResponse error) ApplyModificationsToPrefabObject(GameObject targetGo, JObject @params, GameObject prefabRoot)
{
bool modified = false;
// Name change
string newName = @params["name"]?.ToString();
if (!string.IsNullOrEmpty(newName) && targetGo.name != newName)
{
// If renaming the root, this will affect the prefab asset name on save
targetGo.name = newName;
modified = true;
}
// Active state
bool? setActive = @params["setActive"]?.ToObject();
if (setActive.HasValue && targetGo.activeSelf != setActive.Value)
{
targetGo.SetActive(setActive.Value);
modified = true;
}
// Tag
string tag = @params["tag"]?.ToString();
if (tag != null && targetGo.tag != tag)
{
string tagToSet = string.IsNullOrEmpty(tag) ? "Untagged" : tag;
try
{
targetGo.tag = tagToSet;
modified = true;
}
catch (Exception ex)
{
return (false, new ErrorResponse($"Failed to set tag to '{tagToSet}': {ex.Message}"));
}
}
// Layer
string layerName = @params["layer"]?.ToString();
if (!string.IsNullOrEmpty(layerName))
{
int layerId = LayerMask.NameToLayer(layerName);
if (layerId == -1)
{
return (false, new ErrorResponse($"Invalid layer specified: '{layerName}'. Use a valid layer name."));
}
if (targetGo.layer != layerId)
{
targetGo.layer = layerId;
modified = true;
}
}
// Transform: position, rotation, scale
Vector3? position = VectorParsing.ParseVector3(@params["position"]);
Vector3? rotation = VectorParsing.ParseVector3(@params["rotation"]);
Vector3? scale = VectorParsing.ParseVector3(@params["scale"]);
if (position.HasValue && targetGo.transform.localPosition != position.Value)
{
targetGo.transform.localPosition = position.Value;
modified = true;
}
if (rotation.HasValue && targetGo.transform.localEulerAngles != rotation.Value)
{
targetGo.transform.localEulerAngles = rotation.Value;
modified = true;
}
if (scale.HasValue && targetGo.transform.localScale != scale.Value)
{
targetGo.transform.localScale = scale.Value;
modified = true;
}
// Parent change (within prefab hierarchy)
JToken parentToken = @params["parent"];
if (parentToken != null)
{
string parentTarget = parentToken.ToString();
Transform newParent = null;
if (!string.IsNullOrEmpty(parentTarget))
{
GameObject parentGo = FindInPrefabContents(prefabRoot, parentTarget);
if (parentGo == null)
{
return (false, new ErrorResponse($"Parent '{parentTarget}' not found in prefab."));
}
if (parentGo.transform.IsChildOf(targetGo.transform))
{
return (false, new ErrorResponse($"Cannot parent '{targetGo.name}' to '{parentGo.name}' as it would create a hierarchy loop."));
}
newParent = parentGo.transform;
}
if (targetGo.transform.parent != newParent)
{
targetGo.transform.SetParent(newParent, true);
modified = true;
}
}
// Components to add
if (@params["componentsToAdd"] is JArray componentsToAdd)
{
foreach (var compToken in componentsToAdd)
{
string typeName = compToken.Type == JTokenType.String
? compToken.ToString()
: (compToken as JObject)?["typeName"]?.ToString();
if (!string.IsNullOrEmpty(typeName))
{
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
{
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
}
targetGo.AddComponent(componentType);
modified = true;
}
}
}
// Components to remove
if (@params["componentsToRemove"] is JArray componentsToRemove)
{
foreach (var compToken in componentsToRemove)
{
string typeName = compToken.ToString();
if (!string.IsNullOrEmpty(typeName))
{
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
{
return (false, new ErrorResponse($"Component type '{typeName}' not found: {error}"));
}
Component comp = targetGo.GetComponent(componentType);
if (comp != null)
{
UnityEngine.Object.DestroyImmediate(comp);
modified = true;
}
}
}
}
// Create child GameObjects (supports single object or array)
JToken createChildToken = @params["createChild"] ?? @params["create_child"];
if (createChildToken != null)
{
// Handle array of children
if (createChildToken is JArray childArray)
{
foreach (var childToken in childArray)
{
var childResult = CreateSingleChildInPrefab(childToken, targetGo, prefabRoot);
if (childResult.error != null)
{
return (false, childResult.error);
}
if (childResult.created)
{
modified = true;
}
}
}
else
{
// Handle single child object
var childResult = CreateSingleChildInPrefab(createChildToken, targetGo, prefabRoot);
if (childResult.error != null)
{
return (false, childResult.error);
}
if (childResult.created)
{
modified = true;
}
}
}
return (modified, null);
}
///
/// Creates a single child GameObject within the prefab contents.
///
private static (bool created, ErrorResponse error) CreateSingleChildInPrefab(JToken createChildToken, GameObject defaultParent, GameObject prefabRoot)
{
JObject childParams;
if (createChildToken is JObject obj)
{
childParams = obj;
}
else
{
return (false, new ErrorResponse("'create_child' must be an object with child properties."));
}
// Required: name
string childName = childParams["name"]?.ToString();
if (string.IsNullOrEmpty(childName))
{
return (false, new ErrorResponse("'create_child.name' is required."));
}
// Optional: parent (defaults to the target object)
string parentName = childParams["parent"]?.ToString();
Transform parentTransform = defaultParent.transform;
if (!string.IsNullOrEmpty(parentName))
{
GameObject parentGo = FindInPrefabContents(prefabRoot, parentName);
if (parentGo == null)
{
return (false, new ErrorResponse($"Parent '{parentName}' not found in prefab for create_child."));
}
parentTransform = parentGo.transform;
}
// Create the GameObject
GameObject newChild;
string primitiveType = childParams["primitiveType"]?.ToString() ?? childParams["primitive_type"]?.ToString();
if (!string.IsNullOrEmpty(primitiveType))
{
try
{
PrimitiveType type = (PrimitiveType)Enum.Parse(typeof(PrimitiveType), primitiveType, true);
newChild = GameObject.CreatePrimitive(type);
newChild.name = childName;
}
catch (ArgumentException)
{
return (false, new ErrorResponse($"Invalid primitive type: '{primitiveType}'. Valid types: {string.Join(", ", Enum.GetNames(typeof(PrimitiveType)))}"));
}
}
else
{
newChild = new GameObject(childName);
}
// Set parent
newChild.transform.SetParent(parentTransform, false);
// Apply transform properties
Vector3? position = VectorParsing.ParseVector3(childParams["position"]);
Vector3? rotation = VectorParsing.ParseVector3(childParams["rotation"]);
Vector3? scale = VectorParsing.ParseVector3(childParams["scale"]);
if (position.HasValue)
{
newChild.transform.localPosition = position.Value;
}
if (rotation.HasValue)
{
newChild.transform.localEulerAngles = rotation.Value;
}
if (scale.HasValue)
{
newChild.transform.localScale = scale.Value;
}
// Add components
JArray componentsToAdd = childParams["componentsToAdd"] as JArray ?? childParams["components_to_add"] as JArray;
if (componentsToAdd != null)
{
for (int i = 0; i < componentsToAdd.Count; i++)
{
var compToken = componentsToAdd[i];
string typeName = compToken.Type == JTokenType.String
? compToken.ToString()
: (compToken as JObject)?["typeName"]?.ToString();
if (string.IsNullOrEmpty(typeName))
{
// Clean up partially created child
UnityEngine.Object.DestroyImmediate(newChild);
return (false, new ErrorResponse($"create_child.components_to_add[{i}] must be a string or object with 'typeName' field, got {compToken.Type}"));
}
if (!ComponentResolver.TryResolve(typeName, out Type componentType, out string error))
{
// Clean up partially created child
UnityEngine.Object.DestroyImmediate(newChild);
return (false, new ErrorResponse($"Component type '{typeName}' not found for create_child: {error}"));
}
newChild.AddComponent(componentType);
}
}
// Set tag if specified
string tag = childParams["tag"]?.ToString();
if (!string.IsNullOrEmpty(tag))
{
try
{
newChild.tag = tag;
}
catch (Exception ex)
{
UnityEngine.Object.DestroyImmediate(newChild);
return (false, new ErrorResponse($"Failed to set tag '{tag}' on child '{childName}': {ex.Message}"));
}
}
// Set layer if specified
string layerName = childParams["layer"]?.ToString();
if (!string.IsNullOrEmpty(layerName))
{
int layerId = LayerMask.NameToLayer(layerName);
if (layerId == -1)
{
UnityEngine.Object.DestroyImmediate(newChild);
return (false, new ErrorResponse($"Invalid layer '{layerName}' for child '{childName}'. Use a valid layer name."));
}
newChild.layer = layerId;
}
// Set active state
bool? setActive = childParams["setActive"]?.ToObject() ?? childParams["set_active"]?.ToObject();
if (setActive.HasValue)
{
newChild.SetActive(setActive.Value);
}
McpLog.Info($"[ManagePrefabs] Created child '{childName}' under '{parentTransform.name}' in prefab.");
return (true, null);
}
#endregion
#region Hierarchy Builder
///
/// Builds a flat list of hierarchy items from a transform root.
///
/// The root transform of the prefab.
/// Asset path of the main prefab.
/// List of hierarchy items with prefab information.
private static List