Problem
dump_scene_graph limits recursive depth but has no GameObject/node count, component/property count, serialized-property depth, or response-size budget. With include_all_properties: true, every component on every traversed object is serialized, including recursively expanded arrays, managed references, and generic properties. Large scenes can therefore produce responses too large for practical AI use.
Evidence
Editor/MCPServerMethods.Snapshot.cs:26-31 supports root_id, max_depth, and include_all_properties, but no node cap.
Editor/MCPServerMethods.Snapshot.cs:65-92 serializes every traversed object and component.
Editor/MCPServerMethods.Snapshot.cs:126-147 serializes every property when full properties are enabled.
Editor/MCPServerMethods.Serialization.Properties.cs:70+ recursively expands serialized properties without a scene-dump budget.
compact_scene_snapshot is a useful workaround, but it still has depth-only traversal and no truncation metadata.
- The consolidated bridge schema does not advertise the compact scene-dump path.
- Scene-dump tests are only success-routing smoke coverage; they do not test bounds, truncation, or oversized responses.
Existing mitigations
Targeted get_game_object/component reads and compact snapshots reduce payloads, and UI Toolkit traversal has explicit depth/result caps. Those mitigations do not bound recursive scene-dump output.
Suggested direction
Add max_objects/ max_nodes, a serialized-property budget, and explicit truncation metadata. Preserve compact mode as the recommended overview, expose it through the bridge schema, and document the targeted follow-up workflow.
Problem
dump_scene_graphlimits recursive depth but has no GameObject/node count, component/property count, serialized-property depth, or response-size budget. Withinclude_all_properties: true, every component on every traversed object is serialized, including recursively expanded arrays, managed references, and generic properties. Large scenes can therefore produce responses too large for practical AI use.Evidence
Editor/MCPServerMethods.Snapshot.cs:26-31supportsroot_id,max_depth, andinclude_all_properties, but no node cap.Editor/MCPServerMethods.Snapshot.cs:65-92serializes every traversed object and component.Editor/MCPServerMethods.Snapshot.cs:126-147serializes every property when full properties are enabled.Editor/MCPServerMethods.Serialization.Properties.cs:70+recursively expands serialized properties without a scene-dump budget.compact_scene_snapshotis a useful workaround, but it still has depth-only traversal and no truncation metadata.Existing mitigations
Targeted
get_game_object/component reads and compact snapshots reduce payloads, and UI Toolkit traversal has explicit depth/result caps. Those mitigations do not bound recursive scene-dump output.Suggested direction
Add
max_objects/max_nodes, a serialized-property budget, and explicit truncation metadata. Preserve compact mode as the recommended overview, expose it through the bridge schema, and document the targeted follow-up workflow.