[Feature]: CodeDom fallback — alias Object to UnityEngine.Object and hint to install Roslyn on compile failure · Issue #1439 · CoplayDev/unity-mcp · GitHub
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[Feature]: CodeDom fallback — alias Object to UnityEngine.Object and hint to install Roslyn on compile failure #1439
With compiler: "auto" and Roslyn not installed, execute_code silently uses CodeDom (C# 6). Two things then cost agents retries:
Object is ambiguous in the generated wrapper (both System and UnityEngine are imported), so a very common Unity snippet fails:
Line 6: `Object' is an ambiguous reference between `object' and `UnityEngine.Object'
Line 6: `object' does not contain a definition for `FindObjectsByType'
Every Object.FindObjectsByType<T>(...) / Object.Destroy(...) needs UnityEngine.Object. written out in full.
Failures from syntax newer than C# 6 (tuple deconstruction, is not, switch expressions, etc.) come back as raw compiler errors, with no hint that the backend is the cause.
What would you like to see?
Add using Object = UnityEngine.Object; to the CodeDom wrapper (object keeps meaning System.Object). That matches what Unity scripts mean by Object in practice.
When a CodeDom compile fails, append a one-line hint: "Compiled with CodeDom (C# 6). Install Roslyn for C# 12 (see docs), or use C# 6 syntax."
Prior art / how do you work around this today?
Fully qualify UnityEngine.Object and write C# 6 by hand. The agent relearns this after the first failure in each session.
Scope hint
Very small: one alias line plus an error-message suffix.
Environment
Unity: 6000.3.8f1 (URP) · MCP for Unity: 10.2.1-beta.6 · Client: Claude Code · Transport: stdio · OS: Windows 11 Pro
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