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fix(sprite): instant Any State triggers, re-slice and unplayed-clip warnings, filter_mode; document manage_sprite - #1441
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Included review availability: This review used your included allowance. Your plan provides up to 10 included reviews per hour; 9 remain after this review. 📝 WalkthroughWalkthroughThe changes update sprite-sheet filtering and reslicing diagnostics, animation controller state generation, and full-setup handling. They also update the sprite tool interface, CLI options, tests, tool catalogs, and usage documentation. ChangesSprite animation setup
Priority: ⬇️ Low Estimated code review effort: 3 (Moderate) | ~25 minutes Change: Bug fix Suggested reviewers: Merge Risk: ⚪ Minimal · up to No merge-blocking issue is established for these changes; merge after normal checks. Security Architecture ReviewSecurity architecture risk: 🔵 Low · up to The changes remain within the existing sprite-authoring workflow and preserve the default filtering behavior. No introduced security concern was established, but access-control coverage and recovery from interrupted asset writes remain unverified. Retained concerns Security review detailsSecurity Blast Radius
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Copilot review overview
🟡 Changes recommended
The repeated-trigger fix needs a regression assertion covering self-transitions.
Review effort: Balanced
Findings: 1
What changed in this PR
Refines manage_sprite with controller behavior fixes, clearer diagnostics, configurable texture filtering, and expanded documentation.
Changes:
- Makes trigger transitions instant and available from any state; preserves terminal death states.
- Adds warnings for removed frames and unused clips, plus
filter_modesupport. - Extends regression tests and updates tool references and CLI examples.
| File | Description |
|---|---|
| website/docs/reference/tools/index.md | Updates sprite catalog summary. |
| website/docs/reference/tools/animation/manage_sprite.md | Documents behavior, parameters, and diagnostics. |
| website/docs/reference/tools/animation/index.md | Updates animation catalog. |
| website/docs/guides/tool-groups.md | Updates counts and animation description. |
| website/docs/guides/cli.md | Adds filtering and looping examples. |
| website/docs/guides/cli-examples.md | Corrects coin looping example. |
| unity-mcp-skill/SKILL.md | Adds animation tool guidance. |
| TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageSpriteTests.cs | Extends sprite regression coverage. |
| Server/tests/test_manage_sprite.py | Checks filter forwarding and CLI support. |
| Server/src/services/tools/manage_sprite.py | Exposes filtering and clarifies parameters. |
| Server/src/services/registry/tool_registry.py | Expands animation group description. |
| Server/src/cli/commands/sprite.py | Adds filtering options and updates help. |
| Server/src/cli/CLI_USAGE_GUIDE.md | Adds filtering example. |
| README.md | Updates tool count. |
| MCPForUnity/Editor/Tools/Sprite2D/SpriteNamingDetector.cs | Identifies terminal death clips. |
| MCPForUnity/Editor/Tools/Sprite2D/SpriteImportSetup.cs | Adds filtering and removed-frame warnings. |
| MCPForUnity/Editor/Tools/Sprite2D/SpriteFullSetup.cs | Reports when all clips already exist. |
| MCPForUnity/Editor/Tools/Sprite2D/SpriteControllerBuilder.cs | Fixes transitions and warns about unused clips. |
| docs/i18n/README-zh.md | Updates tool count. |
| .claude/skills/unity-mcp-skill/SKILL.md | Adds animation tool guidance. |
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Actionable comments posted: 2
- 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @.claude/skills/unity-mcp-skill/SKILL.md:
- Line 194: Qualify the `manage_sprite(action="get_info")` image-output
description so it promises image output only for PNG or JPEG sources. Apply this
wording update in `.claude/skills/unity-mcp-skill/SKILL.md` at line 194 and
`unity-mcp-skill/SKILL.md` at line 194.
Review comments at @Server/src/services/tools/manage_sprite.py:
- Around line 46-47: Update the `setup_controller` description to distinguish
locomotion behavior by clip count: one locomotion clip creates a plain state,
while multiple locomotion clips create a Speed-driven 1D blend tree. Regenerate
the reference at website/docs/reference/tools/animation/manage_sprite.md, line
15, from the corrected tool description.
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📒 Files selected for processing (20)
.claude/skills/unity-mcp-skill/SKILL.mdMCPForUnity/Editor/Tools/Sprite2D/SpriteControllerBuilder.csMCPForUnity/Editor/Tools/Sprite2D/SpriteFullSetup.csMCPForUnity/Editor/Tools/Sprite2D/SpriteImportSetup.csMCPForUnity/Editor/Tools/Sprite2D/SpriteNamingDetector.csREADME.mdServer/src/cli/CLI_USAGE_GUIDE.mdServer/src/cli/commands/sprite.pyServer/src/services/registry/tool_registry.pyServer/src/services/tools/manage_sprite.pyServer/tests/test_manage_sprite.pyTestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageSpriteTests.csdocs/i18n/README-zh.mdunity-mcp-skill/SKILL.mdwebsite/docs/guides/cli-examples.mdwebsite/docs/guides/cli.mdwebsite/docs/guides/tool-groups.mdwebsite/docs/reference/tools/animation/index.mdwebsite/docs/reference/tools/animation/manage_sprite.mdwebsite/docs/reference/tools/index.md
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setup_controller (and full_setup, which calls it) left every transition at Unity's default duration of 0.1. Sprite keys are object references, which cannot blend, so the blend only delayed the visible sprite change. Every transition the builder makes now has duration 0: idle<->locomotion in both the single-clip and blend-tree variants, trigger entries, and one-shot exits, which keep hasExitTime with exitTime 1. Trigger states got incoming transitions only from the states that existed when each one was created. With attack + hurt, hurt could interrupt attack but attack could not interrupt hurt, and generic states, created last, got no trigger transitions at all. Each trigger state now gets one Any State transition on its trigger. canTransitionToSelf stays on, so a repeated trigger restarts the clip and is consumed. Stepping an Animator with it off showed the repeat left set for the rest of the clip, then replaying the attack one frame after it returned to idle. A clip whose name matches no action word still gets a state that no transition leads to. Unless that state is the default, the builder now warns STATE_UNREACHABLE, naming the clip and how to make it reachable. The tool description and the manage_sprite reference page now say triggers fire from any state; the page also covers instant transitions and the new warning.
A sprite's ID follows its name, so re-slicing a sheet keeps only the frames whose names the new grid reuses. A smaller grid deleted the rest, and every AnimationClip that played them lost those frames with nothing said: measured on 2021.3.45f2, an eight-frame clip of a 4x2 sheet had six frames missing after a 2x1 re-slice, and the response's diagnostics list was empty. slice_sheet (and full_setup's slice step) now compares the sheet's previous frame names, taken from the importer snapshot, with the new grid's and adds a SLICE_REMOVED_FRAMES warning that gives the count and names the removed frames (the first ten, then "and N more"). Its fix options say how to recover: slicing again with the previous grid brings the frames back - measured, the same clip found all eight again - or the clips can be rebuilt with overwrite=true. A first slice, or the same grid again, removes nothing and stays silent. The check runs after the generation check, because a refused slice restores the old frames and the warning would then be false.
Slicing always set the texture filter to Point. That suits pixel art, the tool's main use, but nothing could turn it off, so a high-resolution sheet came out blocky with no way to ask for anything else. filter_mode takes point, bilinear or trilinear (case-insensitive on the C# side) and defaults to point, so a caller that leaves it out sees no change. It is read and validated with the grid values, before the importer is touched: an unknown value such as "nearest" is refused with BAD_PARAM and leaves the texture as it was. full_setup hands its params to the slice step, so it takes the same parameter. Exposed on the MCP tool and as --filter-mode on the CLI's slice and full-setup commands; documented in the generated tool reference, its slicing example, and both CLI guides.
- manage_sprite description: lead with a summary sentence, so the tool catalog no longer cuts it at "setup_clips: cre…"; state the clip-name rules, including trigger states that fire from any state - Parameter docs: filter_mode casing and its reset on every slice; clips, animation_name, output_dir and controller_path defaults; overwrite (CLIP_EXISTS, CONTROLLER_EXISTS, slicing not covered); add_to_scene and scene_target; next_cursor is null on the last page - Reference examples: clip-name table (any-state triggers, instant transitions, STATE_UNREACHABLE), get_info image limits, re-run and SLICE_REMOVED_FRAMES, reading diagnostics - CLI help: slice side effects, full-setup defaults and overwrite scope; the coin example passes "loop": true, since "spin" alone plays once - animation group blurb mentions 2D sprite sheets; tool count is 50; Animation row in both SKILL.md copies
setup_controller (and full_setup, which calls it) left clips unplayable without saying so, and stood dead characters back up. The controller has one Idle state, built from the first idle-type clip; every later one got no state, so idle + idle_blink lost idle_blink silently. Each extra idle clip now gets an IDLE_CLIP_UNUSED warning that names it and the clip the Idle state plays. Its fixes: rename it to include an action word and neither idle nor stand, or put it in its own controller. Clips that share an action word share its trigger: attack + hero_attack both got an Any State transition on Attack. The conditions were the same, so every firing resolved to the first transition and hero_attack could never play. The first clip on a trigger now owns it. A later one keeps its state, and its one-shot exit for a script that plays it, but gets no Any State transition, since that transition could never fire. A TRIGGER_SHARED warning names both clips and the trigger, says which one plays, and asks for an action word per clip. die/death one-shots returned to Idle when they ended. SpriteNamingDetector now marks a clip whose name has the word die or death as Terminal, whichever word picks its trigger, and the builder gives a terminal one-shot no exit, so its state holds the last frame. Triggers still fire from Any State, so one set after the death leaves it; the reference page says so. Tests: the STATE_UNREACHABLE check moves out of the Any State test into one parametrized test with a case per warning, which also asserts that no transition leads to the clip. The one-shot exit test gains die and hero_death cases. Each new case failed before this change.
A second full_setup without overwrite skipped every clip with CLIP_EXISTS, then failed at step setup_controller with "No valid clips loaded.", which named neither the cause nor the way past it. When every requested clip already exists, full_setup now stops at step setup_clips with ALL_CLIPS_EXIST. Its fixes: overwrite=true, or setup_controller with the existing .anim paths, which the CLIP_EXISTS warnings name (plus overwrite=true there if the controller already exists). A re-run that writes at least one new clip still reaches the controller step and stops there with CONTROLLER_EXISTS, as before. FullSetup_ControllerRefusal_StopsBeforeTouchingTheScene passed through the NO_CLIPS path, not the controller refusal it was named for. It is now a two-case test: the same clip again (ALL_CLIPS_EXIST at setup_clips, which failed before this change) and a new clip (CONTROLLER_EXISTS at setup_controller). In both, the scene is left untouched.
…ge and locomotion wording - The Any State test now also fails if a generated trigger transition has canTransitionToSelf off, which would leave a repeated trigger set and replay its state later (Copilot). - Both skill copies say get_info returns the sheet as an image only for a PNG or JPEG source (CodeRabbit). - The tool description says one walk/run clip becomes a plain state and two or more a Speed-driven blend tree; reference page regenerated (CodeRabbit).
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Follow-up to #1338 (
manage_sprite). It has three parts:Fixes
(a) Transitions are instant.
(b) Triggers fire from any state.
attack+hurt,hurtcould interruptattack, but not the reverse. Plain states got no incoming transitions.canTransitionToSelf = true. In a stepped Animator,falseleft a repeated trigger set, and it replayed the state about 0.27 s after the state ended.STATE_UNREACHABLE: a clip whose name matches no action word, and that is not the default state, gets a state that nothing leads to.(c) Warning when a re-slice removes frames.
SLICE_REMOVED_FRAMESnames the removed frames. A re-slice with the old grid restores them.(d)
filter_mode.filter_mode(point|bilinear|trilinear, defaultpoint) onslice_sheetandfull_setup, and--filter-modeonunity-mcp sprite sliceandfull-setup.More fixes (problems 1–4 from the audit)
idle_blink) now gets warningIDLE_CLIP_UNUSED. The warning names the clip that the Idle state plays.attackandhero_attackboth map to triggerAttack. The first clip owns the trigger. Each later clip gets warningTRIGGER_SHARED, and no duplicate Any State transition, because that transition could never fire. The later clip keeps its state and its exit, so a script can still play it.full_setupnow names the cause. When every requested clip already exists, the run stops atstep: "setup_clips"with errorALL_CLIPS_EXISTand both ways forward. Before, it failed atsetup_controllerwith "No valid clips loaded.". A run that adds a new clip still stops withCONTROLLER_EXISTS, as before.die/deathclips hold their last frame. They have no exit back to idle, so a dead character no longer stands up again. A trigger that the game fires can still leave the state through Any State; the docs say so.Docs (from the audit)
manage_spritereference page:overwritedoes and does not cover, and why a secondfull_setupfails atstep: "setup_controller";get_infoleaves the image out;controller_path,output_dir,animation_nameandclips;add_to_sceneandscene_targetneed;next_cursor: it isnullon the last page. The docs said "absent", and a caller that loops while the key exists never stops.--animation-name spin, which makes a clip that does not loop. It now passes"loop": true.animationgroup description now mentions sprite sheets, the tool counts are 50, and both skill copies have an Animation row.Tests
No new test files.
STATE_UNREACHABLE,IDLE_CLIP_UNUSEDandTRIGGER_SHARED;RefusedGridscase.dieandhero_deathcases.ALL_CLIPS_EXISTatsetup_clips, andCONTROLLER_EXISTSatsetup_controller.filter_mode.Verification
ManageSpriteTestson this branch: 136/136.Not in this PR
full_setupwhose clips are partly existing and partly refused for another reason (for example a bad frame range) writes no clip. It still ends withNO_CLIPSatsetup_controller, and the warnings list the reasons. Stopping atsetup_clipswhenever no clip was written would be a small follow-up.Summary by CodeRabbit