添加mcp服务器

优化敌人AI,修改成双重规则寻敌
This commit is contained in:
2026-06-28 23:08:20 +08:00
parent 3da879f58d
commit 6cc4f1035d
9 changed files with 473 additions and 116 deletions

15
unity/.mcp.json Normal file
View File

@@ -0,0 +1,15 @@
{
"mcpServers": {
"unity-api": {
"command": "uvx",
"args": ["unity-api-mcp"],
"env": {
"UNITY_VERSION": "2022"
}
},
"fetch": {
"command": "uvx",
"args": ["mcp-server-fetch"]
}
}
}

View File

@@ -51,5 +51,6 @@
"temp/": true,
"Temp/": true
},
"dotnet.defaultSolution": "unity.sln"
"dotnet.defaultSolution": "unity.sln",
"dotnet.preferCSharpExtension": true
}

View File

@@ -213,13 +213,18 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
playerTarget: {fileID: 0}
detectionRange: 8
chaseSpeed: 3
stopDistance: 1.2
chasePersistTime: 3
chaseSpeed: 3
obstacleLayers:
serializedVersion: 2
m_Bits: 0
rayOffsetY: 0.5
loseSightTime: 3
listenRange: 15
bellMoveSpeed: 4
bellMoveTime: 1.5
bellArriveDistance: 1
bellChaseTimeout: 10
bellPatrolTime: 5
bellPatrolRadius: 3
--- !u!114 &2877034408413616420
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -235,6 +240,8 @@ MonoBehaviour:
lockYAxis: 1
smoothRotation: 0
rotationSpeed: 8
snapAngle: 0.5
deadZone: 0.2
--- !u!1 &8532340994753211982
GameObject:
m_ObjectHideFlags: 0

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@@ -0,0 +1,102 @@
using UnityEngine;
using UnityEditor;
using UnityEngine.Tilemaps;
/// <summary>
/// Tilemap Y-Sort工具 - 快速给Tilemap添加YSorter
/// </summary>
public class TilemapYSortTool : Editor
{
[MenuItem("Tools/Tilemap/给选中Tilemap添加YSorter")]
public static void AddYSorterToTilemap()
{
if (Selection.gameObjects.Length == 0)
{
EditorUtility.DisplayDialog("提示", "请先选择Tilemap物体", "确定");
return;
}
int count = 0;
foreach (GameObject go in Selection.gameObjects)
{
// 检查是否有TilemapRenderer
TilemapRenderer renderer = go.GetComponentInChildren<TilemapRenderer>();
if (renderer == null)
{
Debug.LogWarning($"跳过 {go.name} - 没有TilemapRenderer组件");
continue;
}
// 检查是否已有YSorter
if (go.GetComponent<YSorter>() != null)
{
Debug.Log($"跳过 {go.name} - 已有YSorter");
continue;
}
// 添加YSorter
YSorter ySorter = go.AddComponent<YSorter>();
// 设置默认的baseSortingOrder
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty prop = so.FindProperty("baseSortingOrder");
if (prop != null)
{
prop.intValue = renderer.sortingOrder;
so.ApplyModifiedProperties();
}
EditorUtility.SetDirty(go);
count++;
Debug.Log($"✓ 已添加YSorter到 {go.name} (baseSortingOrder: {renderer.sortingOrder})");
}
if (count > 0)
{
EditorUtility.DisplayDialog("完成", $"已给 {count} 个Tilemap添加YSorter", "确定");
}
}
[MenuItem("Tools/Tilemap/批量添加YSorter到所有Tilemap")]
public static void AddYSorterToAllTilemaps()
{
TilemapRenderer[] allRenderers = FindObjectsByType<TilemapRenderer>(FindObjectsSortMode.None);
if (allRenderers.Length == 0)
{
EditorUtility.DisplayDialog("提示", "场景中没有找到TilemapRenderer", "确定");
return;
}
int count = 0;
foreach (TilemapRenderer renderer in allRenderers)
{
GameObject go = renderer.gameObject;
if (go.GetComponent<YSorter>() != null)
{
Debug.Log($"跳过 {go.name} - 已有YSorter");
continue;
}
YSorter ySorter = go.AddComponent<YSorter>();
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty prop = so.FindProperty("baseSortingOrder");
if (prop != null)
{
prop.intValue = renderer.sortingOrder;
so.ApplyModifiedProperties();
}
EditorUtility.SetDirty(go);
count++;
Debug.Log($"✓ 已添加YSorter到 {go.name} (baseSortingOrder: {renderer.sortingOrder})");
}
if (count > 0)
{
EditorUtility.DisplayDialog("完成", $"已给 {count} 个Tilemap添加YSorter", "确定");
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: CH5JsXykVyiioh6PdpvMd04QErrpba3U3rPu7hQrZpCz8EMMsg29s0w=
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,20 +1,9 @@
using UnityEngine;
using UnityEngine.Tilemaps;
/// <summary>
/// Y-Sort 排序器 —— 根据物体的Z坐标世界空间动态调整Sprite的sortingOrder。
///
/// 原理:
/// 在2.5D等距视角游戏中摄像机从斜上方45°俯视Z坐标代表"前后"关系。
/// Z值越大离相机越远=越靠前sortingOrder越大会遮挡Z值小的物体。
///
/// 用法:
/// 1. 挂到所有需要参与排序的Sprite物体上玩家、敌人、树木、石头等
/// 2. 设置 baseSortingOrder 区分不同类型的物体(如地面=0角色=1000
/// 3. 确保所有参与排序的Sprite在同一个Sorting Layer上
///
/// 注意:
/// - 本脚本假设摄像机从斜上方俯视Z轴代表前后
/// - 所有参与排序的物体必须在同一个Sorting Layer
/// 支持SpriteRenderer和TilemapRenderer。
/// </summary>
public class YSorter : MonoBehaviour
{
@@ -28,21 +17,32 @@ public class YSorter : MonoBehaviour
[SerializeField] private bool updateEveryFrame = true;
private SpriteRenderer _spriteRenderer;
private TilemapRenderer _tilemapRenderer;
private Vector3 _lastPosition;
private void Awake()
{
// 尝试获取SpriteRenderer
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
// 如果没有SpriteRenderer尝试获取TilemapRenderer
if (_spriteRenderer == null)
{
Debug.LogWarning($"YSorter: 物体 {gameObject.name} 没有找到SpriteRenderer组件");
_tilemapRenderer = GetComponentInChildren<TilemapRenderer>();
if (_tilemapRenderer == null)
{
Debug.LogWarning($"YSorter: 物体 {gameObject.name} 没有找到SpriteRenderer或TilemapRenderer组件");
}
}
_lastPosition = transform.position;
}
private void LateUpdate()
{
if (_spriteRenderer == null) return;
// 如果没有任何渲染器,返回
if (_spriteRenderer == null && _tilemapRenderer == null) return;
// 如果设置了不是每帧更新,只在位置改变时更新
if (!updateEveryFrame && transform.position == _lastPosition)
@@ -55,15 +55,25 @@ public class YSorter : MonoBehaviour
private void UpdateSortingOrder()
{
// 使用物体中心transform.position的Z坐标作为排序依据
// 这样物品中心在地面上方时,会正确遮挡地面
float sortZ = transform.position.z;
// Z值越大离相机越远sortingOrder越大
int sortingOrder = baseSortingOrder + Mathf.RoundToInt(sortZ * scaleFactor);
if (_spriteRenderer.sortingOrder != sortingOrder)
// 更新对应的渲染器
if (_spriteRenderer != null)
{
_spriteRenderer.sortingOrder = sortingOrder;
if (_spriteRenderer.sortingOrder != sortingOrder)
{
_spriteRenderer.sortingOrder = sortingOrder;
}
}
else if (_tilemapRenderer != null)
{
if (_tilemapRenderer.sortingOrder != sortingOrder)
{
_tilemapRenderer.sortingOrder = sortingOrder;
}
}
}
}

View File

@@ -162,5 +162,34 @@ namespace IndianOceanAssets.Engine2_5D
}
public bool IsActive => _state != State.Idle;
// ===== 编辑器可视化 =====
private void OnDrawGizmosSelected()
{
// 绘制回声最大范围(青色线框)
Gizmos.color = new Color(0f, 1f, 1f, 0.3f);
Gizmos.DrawWireSphere(transform.position, maxRadius);
// 绘制当前波纹半径(如果在扩散中)
if (_state != State.Idle && _radius > 0)
{
Gizmos.color = new Color(1f, 1f, 0f, 0.5f);
Gizmos.DrawWireSphere(new Vector3(_center.x, transform.position.y, _center.y), _radius);
// 绘制波纹中心
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(new Vector3(_center.x, transform.position.y, _center.y), 0.3f);
}
// 绘制冷却时间指示
if (Time.time < _lastEchoTime + cooldown)
{
float remaining = (_lastEchoTime + cooldown) - Time.time;
float cooldownRatio = remaining / cooldown;
Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, maxRadius * cooldownRatio);
}
}
}
}

View File

@@ -3,15 +3,13 @@ using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 敌人AI —— 检测/追击/脱离持续/摇铃聆听响应
/// 敌人AI v2 —— 双重寻敌机制(视觉检测 + 铃铛响应
///
/// 状态流程:
/// - Idle站岗。主角进入 detectionRange → Chasing
/// - Chasing:追击主角。主角离开 detectionRange → ChasingPersist
/// - ChasingPersist脱离后继续追击 chasePersistTime 秒。
/// 主角重新进入范围 → 回到 Chasing超时 → Idle停在当前位置不回出生点
/// - BellResponding主角在 listenRange 内按E摇铃时触发
/// 朝主角方向移动 bellMoveTime 秒(距离 = 速度 × 时间),然后停下 → Idle
/// - Idle待机。射线检测到玩家 → ChasingPlayer收到铃铛信号 → ChasingBell
/// - ChasingPlayer追击玩家。持续看到玩家则追击脱离视线3秒后 → Idle
/// - ChasingBell追击铃铛。追击过程中看到玩家 → ChasingPlayer到达铃铛位置 → PatrollingBell
/// - PatrollingBell铃铛位置巡逻。巡逻过程中看到玩家 → ChasingPlayer巡逻时间结束 → Idle
///
/// 挂载位置:敌人预制体上
/// 需要:场景中有 EchoSystem用于摇铃事件、玩家物体带 "Player" 标签
@@ -24,32 +22,63 @@ namespace IndianOceanAssets.Engine2_5D
[SerializeField] private Transform playerTarget;
[Header("检测与追击")]
[Tooltip("发现主角的范围")]
[SerializeField] private float detectionRange = 8f;
[Tooltip("靠近主角到此距离时停下")]
[SerializeField] private float stopDistance = 1.2f;
[Tooltip("追击速度")]
[SerializeField] private float chaseSpeed = 3f;
[Tooltip("靠近主角到此距离时停下")]
[SerializeField] private float stopDistance = 1.2f;
[Header("视觉检测")]
[Tooltip("射线检测层(哪些物体会阻挡视线)")]
[SerializeField] private LayerMask obstacleLayers;
[Tooltip("主角脱离检测范围后,继续追击的时间(秒")]
[SerializeField] private float chasePersistTime = 3f;
[Tooltip("射线起点偏移(避免从地面发射")]
[SerializeField] private float rayOffsetY = 0.5f;
[Header("脱离计时")]
[Tooltip("玩家脱离视线后,继续追击的时间(秒)")]
[SerializeField] private float loseSightTime = 3f;
[Header("聆听(摇铃响应)")]
[Tooltip("聆听范围主角在此范围内按E摇铃时敌人会朝主角方向移动")]
[Tooltip("聆听范围主角在此范围内按E摇铃时敌人会朝铃铛位置移动")]
[SerializeField] private float listenRange = 15f;
[Tooltip("摇铃响应移动速度")]
[SerializeField] private float bellMoveSpeed = 4f;
[Header("铃铛追击")]
[Tooltip("到达铃铛位置后的容差距离")]
[SerializeField] private float bellArriveDistance = 1f;
[Tooltip("摇铃响应移动时间(距离 = 速度 × 时间")]
[SerializeField] private float bellMoveTime = 1.5f;
[Tooltip("追击铃铛的最大时间(超时则放弃")]
[SerializeField] private float bellChaseTimeout = 10f;
[Header("铃铛巡逻")]
[Tooltip("到达铃铛位置后的巡逻时间")]
[SerializeField] private float bellPatrolTime = 5f;
[Tooltip("巡逻半径")]
[SerializeField] private float bellPatrolRadius = 3f;
// 状态枚举
private enum State
{
Idle, // 待机
ChasingPlayer, // 追击玩家
ChasingBell, // 追击铃铛
PatrollingBell // 铃铛位置巡逻
}
private enum State { Idle, Chasing, ChasingPersist, BellResponding }
private State _state = State.Idle;
private float _stateTimer;
private Vector3 _bellDirection;
// 脱离视线计时器
private float _loseSightTimer;
// 铃铛相关
private Vector3 _bellTargetPosition; // 铃铛目标位置
private float _bellChaseTimer; // 铃铛追击计时器
// 巡逻相关
private Vector3 _patrolCenter; // 巡逻中心点
private float _patrolTimer; // 巡逻计时器
private Vector3 _patrolTarget; // 当前巡逻目标点
private void Start()
{
@@ -75,104 +104,209 @@ namespace IndianOceanAssets.Engine2_5D
{
switch (_state)
{
case State.Idle: UpdateIdle(); break;
case State.Chasing: UpdateChasing(); break;
case State.ChasingPersist: UpdateChasingPersist(); break;
case State.BellResponding: UpdateBellResponding(); break;
case State.Idle: UpdateIdle(); break;
case State.ChasingPlayer: UpdateChasingPlayer(); break;
case State.ChasingBell: UpdateChasingBell(); break;
case State.PatrollingBell: UpdatePatrollingBell(); break;
}
}
// ===== Idle站岗,等主角进入检测范围 =====
// ===== Idle待机,等待检测 =====
private void UpdateIdle()
{
if (playerTarget == null) return;
if (XZDistance(transform.position, playerTarget.position) <= detectionRange)
// 检测是否看到玩家
if (CanSeePlayer())
{
_state = State.Chasing;
}
}
// ===== Chasing追击主角 =====
private void UpdateChasing()
{
if (playerTarget == null) return;
float dist = XZDistance(transform.position, playerTarget.position);
// 主角脱离检测范围 → 继续追击一段时间
if (dist > detectionRange)
{
_state = State.ChasingPersist;
_stateTimer = chasePersistTime;
_state = State.ChasingPlayer;
_loseSightTimer = 0f;
return;
}
// 靠近到停止距离时停下(但仍处于追击状态)
if (dist > stopDistance)
MoveToward(playerTarget.position, chaseSpeed);
}
// ===== ChasingPersist脱离后继续追击倒计时 =====
private void UpdateChasingPersist()
// ===== ChasingPlayer追击玩家 =====
private void UpdateChasingPlayer()
{
if (playerTarget == null) return;
_stateTimer -= Time.deltaTime;
// 检测是否看到玩家
if (CanSeePlayer())
{
_loseSightTimer = 0f; // 重置计时器
// 追击玩家
float dist = XZDistance(transform.position, playerTarget.position);
if (dist > stopDistance)
{
MoveToward(playerTarget.position, chaseSpeed);
}
}
else
{
// 玩家脱离视线,开始计时
_loseSightTimer += Time.deltaTime;
// 继续朝玩家最后已知位置移动
if (playerTarget != null)
{
float dist = XZDistance(transform.position, playerTarget.position);
if (dist > stopDistance)
{
MoveToward(playerTarget.position, chaseSpeed);
}
}
// 超过设定时间,停止追击
if (_loseSightTimer >= loseSightTime)
{
_state = State.Idle;
}
}
}
// 超时 → 停在当前位置,回到 Idle不回出生点
if (_stateTimer <= 0f)
// ===== ChasingBell追击铃铛 =====
private void UpdateChasingBell()
{
// 追击过程中检测是否看到玩家
if (CanSeePlayer())
{
_state = State.ChasingPlayer;
_loseSightTimer = 0f;
return;
}
// 追击计时
_bellChaseTimer += Time.deltaTime;
if (_bellChaseTimer >= bellChaseTimeout)
{
_state = State.Idle;
return;
}
float dist = XZDistance(transform.position, playerTarget.position);
// 主角重新进入检测范围 → 回到正常追击
if (dist <= detectionRange)
// 检测是否到达铃铛位置
float dist = XZDistance(transform.position, _bellTargetPosition);
if (dist <= bellArriveDistance)
{
_state = State.Chasing;
// 到达铃铛位置,开始巡逻
_state = State.PatrollingBell;
_patrolCenter = _bellTargetPosition;
_patrolTimer = 0f;
PickNewPatrolPoint();
return;
}
if (dist > stopDistance)
MoveToward(playerTarget.position, chaseSpeed);
// 朝铃铛位置移动
MoveToward(_bellTargetPosition, chaseSpeed);
}
// ===== BellResponding摇铃响应朝主角方向移动固定时间 =====
private void UpdateBellResponding()
// ===== PatrollingBell铃铛位置巡逻 =====
private void UpdatePatrollingBell()
{
_stateTimer -= Time.deltaTime;
if (_stateTimer <= 0f)
// 巡逻过程中检测是否看到玩家
if (CanSeePlayer())
{
_state = State.ChasingPlayer;
_loseSightTimer = 0f;
return;
}
// 巡逻计时
_patrolTimer += Time.deltaTime;
if (_patrolTimer >= bellPatrolTime)
{
_state = State.Idle;
return;
}
// 沿摇铃时刻的方向移动(距离 = 速度 × 时间)
Vector3 move = _bellDirection * bellMoveSpeed * Time.deltaTime;
transform.position += new Vector3(move.x, 0f, move.z);
// 朝巡逻点移动
float dist = XZDistance(transform.position, _patrolTarget);
if (dist <= 0.5f)
{
// 到达巡逻点,选择新的巡逻点
PickNewPatrolPoint();
}
else
{
MoveToward(_patrolTarget, chaseSpeed * 0.7f); // 巡逻时速度稍慢
}
}
// ===== 摇铃事件回调(由 EchoSystem.OnEchoReleased 触发)=====
private void OnBell(Vector3 bellPos)
{
if (playerTarget == null) return;
// 只有在聆听范围内才响应
if (XZDistance(transform.position, bellPos) > listenRange) return;
// 设置铃铛目标位置
_bellTargetPosition = bellPos;
_bellChaseTimer = 0f;
// 切换到追击铃铛状态(可以打断任何状态)
_state = State.ChasingBell;
}
// 计算朝主角方向(摇铃时刻的位置)
_bellDirection = new Vector3(
bellPos.x - transform.position.x,
0f,
bellPos.z - transform.position.z
);
if (_bellDirection.sqrMagnitude > 0.001f)
_bellDirection.Normalize();
else
_bellDirection = transform.forward; // 重叠时用当前朝向
/// <summary>
/// 选择新的巡逻点
/// </summary>
private void PickNewPatrolPoint()
{
// 在巡逻中心周围随机选择一个点
Vector2 randomDir = Random.insideUnitCircle * bellPatrolRadius;
_patrolTarget = _patrolCenter + new Vector3(randomDir.x, 0f, randomDir.y);
}
// 摇铃响应可打断任何当前状态
_state = State.BellResponding;
_stateTimer = bellMoveTime;
/// <summary>
/// 检测是否能看到玩家(射线检测)
/// </summary>
private bool CanSeePlayer()
{
if (playerTarget == null) return false;
// 射线起点(稍微抬高,避免从地面发射)
Vector3 rayStart = transform.position + Vector3.up * rayOffsetY;
Vector3 rayEnd = playerTarget.position + Vector3.up * rayOffsetY;
Vector3 dir = rayEnd - rayStart;
float dist = dir.magnitude;
// 调试在Scene视图中绘制射线
Debug.DrawLine(rayStart, rayEnd, CanSeePlayerDebugColor());
// 发射射线,只检测障碍物层
if (Physics.Raycast(rayStart, dir.normalized, out RaycastHit hit, dist, obstacleLayers))
{
// 击中了物体
Debug.DrawLine(rayStart, hit.point, Color.red);
// 如果击中的是玩家,说明可以看到
if (hit.transform == playerTarget)
{
return true;
}
// 击中了其他物体(被遮挡)
return false;
}
// 没有击中任何物体 = 没有遮挡 = 可以看到玩家
return true;
}
/// <summary>
/// 调试用:根据是否能看到玩家返回不同颜色
/// </summary>
private Color CanSeePlayerDebugColor()
{
if (playerTarget == null) return Color.gray;
Vector3 rayStart = transform.position + Vector3.up * rayOffsetY;
Vector3 rayEnd = playerTarget.position + Vector3.up * rayOffsetY;
Vector3 dir = rayEnd - rayStart;
float dist = dir.magnitude;
if (Physics.Raycast(rayStart, dir.normalized, out RaycastHit hit, dist, obstacleLayers))
{
return hit.transform == playerTarget ? Color.green : Color.red;
}
return Color.green; // 没有遮挡
}
// ===== 工具方法 =====
@@ -203,17 +337,48 @@ namespace IndianOceanAssets.Engine2_5D
// ===== 编辑器可视化 =====
private void OnDrawGizmosSelected()
{
// 检测范围(黄色)
Gizmos.color = new Color(1f, 0.85f, 0f, 0.6f);
Gizmos.DrawWireSphere(transform.position, detectionRange);
// 聆听范围(青色)
Gizmos.color = new Color(0f, 0.85f, 1f, 0.6f);
// 根据状态显示不同颜色
Color stateColor = Color.white;
switch (_state)
{
case State.Idle: stateColor = Color.gray; break;
case State.ChasingPlayer: stateColor = Color.red; break;
case State.ChasingBell: stateColor = Color.yellow; break;
case State.PatrollingBell: stateColor = Color.cyan; break;
}
// 绘制当前状态指示
Gizmos.color = stateColor;
Gizmos.DrawWireSphere(transform.position, 0.5f);
// 绘制聆听范围
Gizmos.color = new Color(0f, 0.85f, 1f, 0.3f);
Gizmos.DrawWireSphere(transform.position, listenRange);
// 停止距离(红色)
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.6f);
// 绘制停止距离
Gizmos.color = new Color(1f, 0.3f, 0.3f, 0.3f);
Gizmos.DrawWireSphere(transform.position, stopDistance);
// 绘制铃铛目标(如果在追击铃铛或巡逻)
if (_state == State.ChasingBell || _state == State.PatrollingBell)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(_bellTargetPosition, bellArriveDistance);
// 绘制到铃铛的连线
Gizmos.DrawLine(transform.position, _bellTargetPosition);
}
// 绘制巡逻范围(如果在巡逻)
if (_state == State.PatrollingBell)
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(_patrolCenter, bellPatrolRadius);
// 绘制当前巡逻目标
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(_patrolTarget, 0.3f);
}
}
/// <summary>当前状态(调试用)</summary>

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## Unity API Lookup (unity-api MCP)
Use the `unity-api` MCP tools to verify Unity API usage instead of guessing. **Do not hallucinate signatures.**
| When | Tool | Example |
|------|------|---------|
| Unsure about a method's parameters or return type | `get_method_signature` | `get_method_signature("UnityEngine.Tilemaps.Tilemap.SetTile")` |
| Need the `using` directive for a type | `get_namespace` | `get_namespace("SceneManager")` |
| Want to see all members on a class | `get_class_reference` | `get_class_reference("InputAction")` |
| Searching for an API by keyword | `search_unity_api` | `search_unity_api("async load scene")` |
| Checking if an API is deprecated | `get_deprecation_warnings` | `get_deprecation_warnings("FindObjectOfType")` |
**Rules:**
- Before writing a Unity API call you haven't used in this conversation, verify the signature with `get_method_signature`
- Before adding a `using` directive, verify with `get_namespace` if unsure
- Covers: all UnityEngine/UnityEditor modules, Input System, Addressables, uGUI, TextMeshPro, AI Navigation, and Netcode
- Does NOT cover: DOTween, VContainer, Newtonsoft.Json (third-party assets)