Reported issues for Patina Unity MCP
Pod holds 22 of 34 problems reported by people outside the maintainer team. Issues filed by the project's own owners, members and collaborators are excluded entirely — a maintainer's release checklist is not a warning to a prospective user.
Back to Patina Unity MCP.
Most discussed
Patina transport closes and leaves port 9800 unavailable on Windows
Summary
Patina became unavailable after the MCP/Unity bridge stopped responding. Restarting Patina/bridge hits a Windows socket bind error because 127.0.0.1:9800 remains in LISTENING, but the owning PID is not visible as a running process.
Environment
- Patina MCP server: 1.1.7 (reported by
patina_healthbefore disconnect) - Unity: 6000.3.13f1
- OS: Windows, PowerShell, Turkish locale
- MCP client/host: Codex
- Project context: BottleDown
Observed Behavior
- `patina_health({ in
Read the thread · 2026-07-20 · closed · 4 comments
Route agents through a shared Unity session broker
Summary
Replace Patina's single-Unity fixed-port bridge with one shared local broker that registers every active Unity Editor session by workspace and routes MCP agent calls to the intended editor.
The current design lets every MCP host process connect directly to a Unity-owned listener on 127.0.0.1:9800. It assumes one editor, cannot discover or route across workspaces, and has produced repeated stale/poisoned listener regressions across recent releases.
Target architecture
- The fi
Read the thread · 2026-07-22 · closed · 1 comment
[Feature]: Expand the Phase 2 Unity tool surface
Area: Unity package
Problem to Solve Patina currently exposes only the initial core tools, but the repo has moved toward a broader editor workflow covering scene inspection, component changes, hierarchy operations, prefab actions, and asset search.
Proposed Solution Add the Phase 2 Unity tool surface end to end: Rust MCP tool definitions, Unity command registration, and editor handlers for scene info, component add/remove/property changes, hierarchy operations, prefab creation/instantiation, a
Read the thread · 2026-03-26 · closed · 1 comment
[Feature]: Prepare Asset Store handoff notes
Area
Documentation
Problem to Solve
Asset Store distribution is in scope, but it should not block the primary registry-based release path.
Proposed Solution
Document a manual Asset Store handoff path, including expected export shape, metadata, and any review constraints discovered during packaging prep.
Alternatives Considered
- Treat Asset Store as the primary channel. Rejected because registry publication is the main technical install path.
- Ignore Asset Store planning until mu
Read the thread · 2026-03-15 · closed · 1 comment
[Feature]: Publish a maintainer release checklist
Area
Documentation
Problem to Solve
Release execution still depends on implicit knowledge about version sync, registry publication, GitHub Releases, and Unity package-signature validation.
Proposed Solution
Publish a maintainer release checklist that captures the release contract, required validation steps, and operational prerequisites.
Alternatives Considered
- Rely on workflow YAML and tribal knowledge. Rejected because it is too easy to miss required steps.
- Defer release doc
Read the thread · 2026-03-15 · closed · 1 comment
[Feature]: Rewrite public installation docs
Area
Documentation
Problem to Solve
Public installation docs need to match the registry-first release model and stop implying that end users should understand the source repository layout.
Proposed Solution
Rewrite the README and related public docs around a single primary install path: registry-backed Unity Package Manager installation of the packaged artifact.
Alternatives Considered
- Keep both Git URL and registry installation as equal paths. Rejected because that leaves users
Read the thread · 2026-03-15 · closed · 1 comment
[Feature]: Preserve the fast local iteration loop
Area
Contributor experience
Problem to Solve
Contributors need a short, reliable loop for editing the Unity package, rebuilding the Rust runtime, and rerunning setup without touching release packaging.
Proposed Solution
Keep local dev-runtime publication and local UPM staging as the supported contributor workflow, and document when to use direct source loading versus a staged local package snapshot.
Alternatives Considered
- Force contributors through full release packaging. Rejec
Read the thread · 2026-03-15 · closed · 1 comment
[Feature]: Clarify runtime resolution rules
Area
Unity package
Problem to Solve
Runtime lookup becomes hard to reason about when packaged binaries, local dev-runtime outputs, and source-tree builds can all exist.
Proposed Solution
Keep runtime resolution rules explicit and predictable: packaged runtime by default, local override only when contributor signals exist and the override is intentionally enabled.
Alternatives Considered
- Search arbitrary paths and take the first hit. Rejected because it makes setup behavior opaqu
Read the thread · 2026-03-15 · closed · 1 comment
Most recent
connect_unity_raw tests can be evicted by heartbeat_timeout before they finish
Follow-up from #93 / PR #96.
Summary
Eight tests build their Unity session with connect_unity_raw, which registers and then hands the socket halves back to the test without spawning anything to answer heartbeats. Under the default test_config() (heartbeat_interval: 20ms, heartbeat_timeout: 90ms), the broker evicts such a session ~90ms after registration, because last_seen is only refreshed by inbound frames and a raw connection never sends one on its own.
Affected:
- `assembly_r
Read the thread · 2026-08-12 · closed · 0 comments
Broker lifetime tests use tight millisecond deadlines that can flake on a loaded runner
Summary
Two broker tests assert on startup_grace / last_session_grace behaviour using millisecond-scale sleeps and deadlines:
tcp_startup_and_last_session_graces_control_broker_lifetimetcp_last_session_grace_starts_after_disconnect_not_previous_heartbeat
Both live in rust-server/src/bridge/broker.rs and use deadlines in the 80–600ms range. They currently pass, including on CI, but the margins are thin enough that a loaded or slow runner could miss a window and fail the job f
Read the thread · 2026-08-12 · closed · 0 comments
patina_call: sessionId alone is unusable when the agent workspace differs
Summary
patina_call accepts a sessionId argument, but passing it without also passing workspace fails with SESSION_WORKSPACE_MISMATCH whenever the MCP server's working directory is not the Unity project. In practice that makes sessionId unusable on its own — which is exactly the case the argument exists for.
Cause
The client always fills the workspace field of the request envelope, falling back to its own process working directory when the caller did not supply one (`rus
Read the thread · 2026-08-12 · closed · 0 comments
patina_call consistently returns SESSION_UNAVAILABLE while patina_health/patina_sessions report the session as responsive
Environment
- patina-unity-mcp package version: 1.1.13
- Unity version: 6000.3.13f1
- OS: macOS (Darwin 25.5.0)
- Two concurrent Unity sessions open (two different projects) via the shared broker on port 9800
Bug
patina_call fails with [SESSION_UNAVAILABLE] Unity session disconnected. for every command tried (execute_menu_item, query_game_objects, compile_and_get_errors, force_recompile), regardless of whether sessionId/workspace is explicitly passed or left to default
Read the thread · 2026-07-24 · closed · external user · 0 comments
Fix client shutdown and stale bridge recovery regression
Summary
Patina 1.1.11 still mishandles Codex client shutdown and can leave the Unity-owned listener unresponsive. A clean Codex /exit is logged as a TCP client error, Restart can clear the managed runtime handle before port 9800 is released, and the overlay may report Stale on a clean Unity launch.
Environment
- Patina: 1.1.11
- Unity: 6000.3.13f1
- OS: Windows
- Endpoint:
tcp://127.0.0.1:9800/
Reproduction
- Restart Windows and open a single Patina-enabled Unity project.
Read the thread · 2026-07-22 · closed · 0 comments
Fix stale Unity bridge listener across assembly reloads
Summary
Patina's Unity TCP bridge can remain bound to the fixed 127.0.0.1:9800 endpoint after a Play Mode assembly reload while no longer answering protocol ping requests. The listener remains owned by the current Unity Editor PID, but the reloaded managed state has lost the listener handle, so Stop and Restart cannot recover it.
Verified reproduction
Observed in the BottleDown Unity project with only one Patina-enabled Unity Editor:
- Patina listens on
127.0.0.1:9800. - Enter Pl
Read the thread · 2026-07-22 · closed · 0 comments
Unity modal save-changes popup can leave Patina bridge appearing disconnected or stalled
Summary
Patina can appear disconnected or stalled when Unity opens a blocking modal dialog, especially the save-changes prompt shown while switching scenes or entering Play Mode after unsaved scene/prefab changes.
Environment
- Patina MCP server: 1.1.6
- Unity: 6000.3.13f1
- Host OS: Windows
- Observed project: BottleDown
- Bridge port observed: 9800
Reproduction
- Open a Unity project with Patina/MCP bridge active.
- Make a scene or prefab change that leaves the editor dirty.
- Tr
Read the thread · 2026-07-16 · closed · 0 comments
[Bug] find_game_objects_by_component cannot resolve short name for namespaced MonoBehaviour
Environment
- Patina Unity MCP: 1.1.5
- Unity: 6000.3.13f1
- Host: Windows 11
- Project assembly: Assembly-CSharp
Reproduction
A scene camera has the custom component:
namespace SonarTest.SonarEffect.Rendering
{
public sealed class SonarCameraEffect : MonoBehaviour {}
}
Call:
{"component_type":"SonarCameraEffect","max_results":20}
with find_game_objects_by_component.
Actual behavior
The command returns `Component type 'SonarCameraEffect' not foun
Read the thread · 2026-07-11 · closed · 0 comments
[Bug] set_property scales scalar decimals under tr-TR locale
Environment
- Patina Unity MCP: 1.1.5
- Unity: 6000.3.13f1
- Host: Windows 11, PowerShell
- Locale/timezone: tr-TR / Europe-Istanbul
- Project: URP 17.3.0
Reproduction
Call set_property with scalar float JSON values:
{"game_object_name":"Player","component_type":"CharacterController","property_name":"height","value":1.8}
{"game_object_name":"Player","component_type":"CharacterController","property_name":"radius","value":0.34}
{"game_object_name":"Sound Crate A","component_typ
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/62) · 2026-07-11 · closed · 0 comments
### [Bug] set_property fails with System.InvalidCastException when setting enum properties
### Describe the Bug
When trying to set a serialized property of a custom `Enum` type using the `set_property` command in Patina, the operation fails with a `System.InvalidCastException: Invalid cast from 'System.String' to 'YourEnumName'`.
### To Reproduce
1. Create a C# script component with a public or serialized enum field, for example:
```csharp
public enum DebugMode
{
Normal = 0,
ShowRawDepth = 1,
ShowWorldPositions = 2
}
public DebugMode debugMode = De
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/59) · 2026-07-07 · closed · 0 comments
### HostSetupManager writes Antigravity CLI config to wrong path
### Describe the bug
When running One-Click Setup from Unity, HostSetupManager writes the MCP server configuration for Antigravity CLI to:
- ~/.gemini/antigravity-cli/mcp_config.json
However, the Antigravity/Gemini CLI loads its global MCP configurations from:
- ~/.gemini/config/mcp_config.json
As a result, the Patina MCP server is not discovered or loaded by the Antigravity CLI, even though the configuration was successfully written.
### Expected behavior
HostSetupManager should write the A
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/58) · 2026-07-07 · closed · 0 comments
### Avoid rerunning One-Click Setup after every runtime path update
## Problem
Patina host configs currently point directly at the resolved packaged runtime path inside each Unity project's package installation. After updating Patina, users need to run **One-Click Setup** again so every MCP host points at the new runtime path.
This is especially awkward when Patina is installed in multiple Unity projects. Each project has its own package/runtime path, so the user must open each project and rerun setup even though they are just trying to keep the Patina host in
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/54) · 2026-06-26 · closed · 0 comments
### Track dead-code warning for UnityMcpServer tool_router
## Summary
Rust validation currently emits a dead-code warning for UnityMcpServer::tool_router during cargo test, cargo check --release, and cargo build --release.
## Warning
` ext
warning: field ool_router is never read
--> src/server.rs:38:5
|
36 | pub struct UnityMcpServer {
| -------------- field in this struct
37 | bridge: Arc<BridgeClient>,
38 | tool_router: ToolRouter<Self>,
| ^^^^^^^^^^^
|
= note: UnityMcpServer has a derived impl for the trait
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/53) · 2026-06-25 · closed · 0 comments
### [Feature]: Convenience GameObject operation tools
## Problem
Three common operations — toggling active state, setting tag/layer, and setting full transform — each require multiple `set_property` calls with opaque serialized property paths. Agents frequently get these wrong or generate extra round-trips. `activeSelf` cannot be set via `set_property` at all because it is a method, not a serialized property.
## Proposed Solution
Add 5 new MCP tools:
| Tool | Priority |
|------|----------|
| `set_active_state` | P1 |
| `set_tag` | P1 |
| `set_l
[Read the thread](https://github.com/taygunsavas/patina-unity-mcp/issues/29) · 2026-03-29 · closed · 0 comments
The remaining reports are on [the project's issue tracker](https://github.com/taygunsavas/patina-unity-mcp/issues).