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IBridgeControlService.cs2.52 kB
using System.Threading.Tasks; using MCPForUnity.Editor.Services.Transport; namespace MCPForUnity.Editor.Services { /// <summary> /// Service for controlling the MCP for Unity Bridge connection /// </summary> public interface IBridgeControlService { /// <summary> /// Gets whether the bridge is currently running /// </summary> bool IsRunning { get; } /// <summary> /// Gets the current port the bridge is listening on /// </summary> int CurrentPort { get; } /// <summary> /// Gets whether the bridge is in auto-connect mode /// </summary> bool IsAutoConnectMode { get; } /// <summary> /// Gets the currently active transport mode, if any /// </summary> TransportMode? ActiveMode { get; } /// <summary> /// Starts the MCP for Unity Bridge asynchronously /// </summary> /// <returns>True if the bridge started successfully</returns> Task<bool> StartAsync(); /// <summary> /// Stops the MCP for Unity Bridge asynchronously /// </summary> Task StopAsync(); /// <summary> /// Verifies the bridge connection by sending a ping and waiting for a pong response /// </summary> /// <param name="port">The port to verify</param> /// <returns>Verification result with detailed status</returns> BridgeVerificationResult Verify(int port); /// <summary> /// Verifies the connection asynchronously (works for both HTTP and stdio transports) /// </summary> /// <returns>Verification result with detailed status</returns> Task<BridgeVerificationResult> VerifyAsync(); } /// <summary> /// Result of a bridge verification attempt /// </summary> public class BridgeVerificationResult { /// <summary> /// Whether the verification was successful /// </summary> public bool Success { get; set; } /// <summary> /// Human-readable message about the verification result /// </summary> public string Message { get; set; } /// <summary> /// Whether the handshake was valid (FRAMING=1 protocol) /// </summary> public bool HandshakeValid { get; set; } /// <summary> /// Whether the ping/pong exchange succeeded /// </summary> public bool PingSucceeded { get; set; } } }

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