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dsh-tuanjie-plugin

Tuanjie Plugin

DeepSeek Harness 插件:连接正在运行的团结引擎编辑器的 Codely 桥,把场景、GameObject、组件属性、编辑器命令与 C# 执行封装成 AI 工具。

插件会安装到这里;不确定时保持 web。

npx -y @deepseek-ai/dsh plugin --profile web add github:ThePuristImpurity/dsh-tuanjie-plugin#cf0acb69b93fdc40133610460dd94393fe7498da
README兼容性版本

兼容性与来源证明

Tuanjie Plugin 以 dsh-tuanjie-plugin 发布,当前版本为 0.1.2。Plugin Hub 会校验它的 manifest,并保存精确安装来源,便于复现安装结果。

DSH 兼容范围
*
运行环境
web
发布来源
github
Registry 更新时间
2026/10/23

版本

0.1.2stable
2026/10/23
0.1.1stable
2026/10/23
0.1.0stable
2026/10/22

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最新版
0.1.2
DSH
*
HMR
重启进程
Tree shaking
未声明可安全裁剪
解包体积
未提供
文件数
未提供
Surface
web
许可证
MIT
发布源
github
GitHub
★ 0
周下载
0
最近提交
2026/10/25
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README

dsh-tuanjie-plugin

DeepSeek Harness plugin that drives the Tuanjie (团结引擎) editor — connect to a running editor's Codely bridge, build and modify scenes and GameObjects, edit component properties, run editor commands, and execute C# inside the editor process.

Docs: README.zh.md (中文文档)

Install

dsh plugin add dsh-tuanjie-plugin

Requirements

The Tuanjie editor must already be running with the target project loaded, and that project must ship the Codely bridge (cn.tuanjie.codely.bridge, bundled with Tuanjie by default). This plugin cannot launch the editor for you.

Tools

ToolPurpose
tuanjie_statusList connectable editor instances (port, project root, state)
tuanjie_list_commandsList every command the editor exposes, with supported actions
tuanjie_commandRun a named command, e.g. manage_gameobject + ["create", "--name", "Player"]
tuanjie_evalExecute C# inside the editor process with full UnityEngine / UnityEditor access
tuanjie_cliRun the underlying bridge subcommands (status / editors / command / shell)

Reliability (0.1.1)

The 0.1.0 line had one nasty failure mode: a wrong argument type was silently dropped by the bridge while it still answered success: true. 0.1.1 normalizes and validates arguments in the CLI adapter, so these either work or fail loudly:

Invocation0.1.00.1.1
--position "1,2,3"silently dropped, nothing movescoerced to an array, actually applies
--componentsToAdd BoxCollidersilently dropped, Transform onlywrapped into an array
--propertyValue "1,2,3"zeroes out the vectorcoerced to an array, no longer zeroed
--types warningignored, returns every typereturns warnings only
--name=X (equals form)stored as a key literally named name=Xequivalent to the space form
delete --name XTarget GameObject ('') not foundrejected, tells you to use --target
--output out.pngsilently ignoredrejected, points at --path / --filename
misspelled flag (e.g. --filterTypo)silently ignoredrejected with a spelling suggestion
apply_text_edits without line/columninserts at the top of the file, still reports successrejected before sending
--imports System.Textoverrides the default namespaces, CS0103merged into the defaults
modify --componentName X --propertyName Y --propertyValue Zreports success, field keeps its old valuerejected, points at set_component_property / --componentProperties
modify --componentProperties '{"Typo":{…}}'One or more component property operations failed, no hint whichnames the missing component and lists the ones the object really has
modify --componentProperties '{"m_LocalPosition.x":5}'success: true, nothing writtenrejected, tells you to nest it under a component
apply_text_edits --edits '[]'bridge answers No edits provided.rejected before sending

An unknown argument is now caught before the request is sent, and the error lists every parameter that tool accepts. If the bridge answers with No modifications applied, 0 targets found, or not found using method, the envelope is downgraded to a failure.

Even so, verify writes with tuanjie_eval — the plugin cannot change the bridge's own behaviour.

tuanjie_eval accepts quotes and backslashes as written (no escaping needed), and Debug.Log output comes back in data.logs.

Known limitations

  • The bridge cannot launch the editor; it only attaches to a running instance.
  • capture_game_view is disabled by the bridge. Use manage_gameview, or record_game_view on exec_runtime_script (requires ffmpeg).
  • Screenshots land where --path + --filename say (relative paths resolve against the project root); read the real path from data.path. --path may name the file directly when it ends in .png (--path screenshots/Foo.png): the value is split into directory + file name, while an extension-less --path still means a directory that the bridge names itself. Captures always write PNG — the bridge appends .png to --filename whatever it is given — so other image extensions (.jpg, .gif, …) are rejected with an error instead of silently turning into a directory.
  • Keyboard and mouse-move input via manage_input needs the Input System package (com.unity.inputsystem). Clicking uGUI elements does not — it goes through the EventSystem.
  • tuanjie_cli is not the Unity Hub CLI: projects create, templates list, open, pipeline install, test, build, logs are all unsupported.

License

MIT. Derived from @opdsh/unity-plugin 0.1.7 (MIT, Copyright (c) 2026 vibotaku); the transport layer was rewritten for Tuanjie's Codely bridge. Original copyright notice is preserved in LICENSE.

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