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Fix manage prefabs (#405)
* Standardize import ordering and whitespace in plugin The whitespace gave a warning in the asset store submission * Fix manage_prefab tool structure * Fix manage_editor actions * Add get_component singular to manage_gameobject * Improve uv cache clear error handling with lock detection and combined output Replace simple stderr-only error reporting with combined stdout/stderr output. Add detection for "currently in-use" lock errors with helpful hint about waiting or using --force flag. Provide fallback message when command fails with no output. * Improve error message formatting in uv cache clear failure logging
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MCPForUnity/Editor/Dependencies/PlatformDetectors/PlatformDetectorBase.cs

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@@ -54,7 +54,7 @@ protected bool TryFindUvInPath(out string uvPath, out string version)
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// Try common uv command names
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var commands = new[] { "uvx", "uv" };
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foreach (var cmd in commands)
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{
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try

MCPForUnity/Editor/Helpers/CodexConfigHelper.cs

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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using MCPForUnity.External.Tommy;
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using MCPForUnity.Editor.Services;
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using MCPForUnity.External.Tommy;
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using UnityEditor;
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namespace MCPForUnity.Editor.Helpers

MCPForUnity/Editor/Helpers/ConfigJsonBuilder.cs

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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Models;
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using MCPForUnity.Editor.Helpers;
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using MCPForUnity.Editor.Constants;
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using MCPForUnity.Editor.Helpers;
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using MCPForUnity.Editor.Models;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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namespace MCPForUnity.Editor.Helpers

MCPForUnity/Editor/Helpers/ExecPath.cs

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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Runtime.InteropServices;
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using UnityEditor;
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using System.Text;
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using MCPForUnity.Editor.Constants;
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using UnityEditor;
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namespace MCPForUnity.Editor.Helpers
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{

MCPForUnity/Editor/Helpers/GameObjectSerializer.cs

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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using MCPForUnity.Runtime.Serialization; // For Converters
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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using MCPForUnity.Runtime.Serialization; // For Converters
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namespace MCPForUnity.Editor.Helpers
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{

MCPForUnity/Editor/Helpers/HttpEndpointUtility.cs

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using System;
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using UnityEditor;
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using MCPForUnity.Editor.Constants;
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using MCPForUnity.Editor.Config;
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using MCPForUnity.Editor.Constants;
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using UnityEditor;
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namespace MCPForUnity.Editor.Helpers
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{

MCPForUnity/Editor/Helpers/McpLog.cs

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using MCPForUnity.Editor.Constants;
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using UnityEditor;
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using UnityEngine;
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using MCPForUnity.Editor.Constants;
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namespace MCPForUnity.Editor.Helpers
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{

MCPForUnity/Editor/Helpers/PortManager.cs

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using System;
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using System.IO;
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using UnityEditor;
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using System.Net;
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using System.Net.Sockets;
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using System.Security.Cryptography;
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using System.Text;
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using System.Threading;
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using MCPForUnity.Editor.Constants;
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using Newtonsoft.Json;
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using UnityEditor;
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using UnityEngine;
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using MCPForUnity.Editor.Constants;
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namespace MCPForUnity.Editor.Helpers
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{

MCPForUnity/Editor/Helpers/Response.cs

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namespace MCPForUnity.Editor.Helpers
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{
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public interface IMcpResponse
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{
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public interface IMcpResponse
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{
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[JsonProperty("success")]
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bool Success { get; }
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}

MCPForUnity/Editor/Helpers/TelemetryHelper.cs

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using System;
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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using MCPForUnity.Editor.Constants;
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using MCPForUnity.Editor.Services.Transport.Transports;
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using UnityEngine;
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namespace MCPForUnity.Editor.Helpers
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{

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