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UnityEngine.cs2.05 kB
using System; using System.Collections.Generic; namespace UnityMCP.Mocks.UnityEngine { // Mock implementation of UnityEngine classes for building without Unity public class Debug { public static void Log(object message) => Console.WriteLine($"[LOG] {message}"); public static void LogWarning(object message) => Console.WriteLine($"[WARNING] {message}"); public static void LogError(object message) => Console.WriteLine($"[ERROR] {message}"); } public class GameObject { public string name; public GameObject(string name = "") { this.name = name; } public static GameObject Find(string name) { return new GameObject(name); } public T AddComponent<T>() where T : Component, new() { var component = new T(); component.gameObject = this; return component; } } public class Component { public GameObject gameObject { get; internal set; } } public class Transform : Component { public Vector3 position { get; set; } = Vector3.zero; } public class MeshRenderer : Component { } public struct Vector2 { public float x; public float y; public Vector2(float x, float y) { this.x = x; this.y = y; } public override string ToString() => $"({x}, {y})"; } public struct Vector3 { public float x; public float y; public float z; public Vector3(float x, float y, float z) { this.x = x; this.y = y; this.z = z; } public static Vector3 zero => new Vector3(0, 0, 0); public override string ToString() => $"({x}, {y}, {z})"; } [AttributeUsage(AttributeTargets.Field)] public class SerializeFieldAttribute : Attribute { } public class SerializeField : SerializeFieldAttribute { } }

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