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v0.5.0

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@Winlifes Winlifes released this 07 Jul 07:28

Added

  • Project Skills now include explicit bundled skill versions in generated AGENTS.md, CLAUDE.md, Cursor rules, and the Funplay skill manifest, so users can tell when installed project guidance is stale.
  • The Project Skills window now shows installed skill file status and exposes an Upgrade Skills action when Funplay-managed guidance files are behind the package version.
  • save_to_file option on all screenshot tools (capture_game_view, capture_scene_view, capture_simulator_view, capture_multiview): writes the PNG to disk (default Library/FunplayMcp/Screenshots/, or a custom output_path that resolves inside the Unity project root) and returns the file path instead of base64 image data. High-resolution captures previously produced multi-megabyte base64 payloads that could break MCP transports; saving to a file and letting the client read it sidesteps the payload entirely.
  • New capture_editor_window tool: screenshot any open EditorWindow (Inspector, Console, custom tool windows...) by title or type name. Captures directly from the window's internal GUIView render surface, so the window does not need to be unoccluded on screen.
  • New raycast_at_point UI diagnostic tool: runs the live EventSystem's RaycastAll at a screen point and reports the full ordered hit chain (hierarchy path, raycast-receiving Graphic, raycastTarget flag, sorting info) plus the IPointerClickHandler that would actually receive a click there -- or the element silently swallowing the click when the topmost hit has no handler anywhere up its parent chain (the classic invisible-raycast-blocker bug). Coordinates can be pixels or normalized, with bottom-left or top-left origin; sizes are resolved against the real Game View render resolution rather than the editor window.
  • Real Unity memory snapshot (.snap) tools -- the full-detail captures the Memory Profiler package opens for object-level reference-chain analysis, complementing the existing lightweight aggregate-counter snapshots (memory_take_snapshot): memory_take_full_snapshot captures via Unity.Profiling.Memory.MemoryProfiler.TakeSnapshot (configurable CaptureFlags, async completion, written into the Memory Profiler package's snapshot folder), memory_list_full_snapshots lists them, and memory_open_snapshot_in_profiler loads one into the Memory Profiler window (com.unity.memoryprofiler package required for that last step only; capture itself is a core-engine API). Combine with capture_editor_window('Memory Profiler') to inspect the loaded analysis visually.
  • Two headless structured-query tools for those same .snap files -- no window, no screenshot: memory_query_top_objects ranks native objects (Texture2D, Mesh, RenderTexture, etc.) by size with an optional type-name filter, and memory_query_references returns what references a given object or what it references (referenced_by/references_to), resolving the target by name or by the index memory_query_top_objects returned. Both load the snapshot via SnapshotDataService.LoadWithoutLoadingToUI (the package's crawler, without opening any UI) and reflect into the crawled CachedSnapshot's native object table and connection graph.

Changed

  • Updated README tool inventory and install snippets for the expanded 128-tool surface.

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