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  1. Cursor barfs on URIs with parameters, which means attempting to use get_gameobject as a resource in Cursor fails. Instead, we need a tool, which can be invoked with URI template parameters.
  2. We probably need a better architecture for this long-term, but attempting to access any gameObject that relies on certain native C++ libraries (A* Pathfinding, FMOD) will hard crash Unity. This change looks ugly but does make get_gameobject work for codebases using these common Unity dependencies.
  3. In addition get_gameobject will stack overflow Unity for any self-referential serialization chain, which is also surprisingly common. So this adds depth limits to SerializeValue.

In my testing this took get_gameobject from "only works on the simplest objects" to "can handle everything I throw at it," but, every repo is different: ymmv.

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