Add Unity Pipeline package support
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# Runtime commands
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Commands served by the Player / dev-build server. Many require a Development build running `RuntimePipelineManager` — see [Runtime setup](../runtime-setup.md). Commands marked `RuntimeOnly` are only registered in a player build.
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### `runtime_status`
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Get comprehensive runtime application status.
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No parameters.
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**Returns:** `RuntimeStatusResponse`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `quit`
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Gracefully quit the Unity application.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `exitCode` | no | `0` | Exit code for the application |
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**Returns:** `string`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `set_target_framerate`
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Set the target frame rate for the application.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `frameRate` | yes | `–` | Target frame rate (-1 for platform default, 0 for unlimited) |
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**Returns:** `string`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `set_timescale`
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Set the time scale for the application.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `scale` | yes | `–` | Time scale multiplier (0.0 to pause, 1.0 for normal speed) |
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**Returns:** `string`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `simulate_key`
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Simulate a keyboard key event (Input System). Drives the running app.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `key` | yes | `–` | Input System Key name, e.g. Space, W, Enter, LeftArrow. |
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| `action` | no | `press` | down \| up \| press (down+up). |
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**Returns:** `InputSimulationResponse`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`. Requires the Input System package (`ENABLE_INPUT_SYSTEM`); reports unavailable otherwise.
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### `simulate_pointer`
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Simulate a mouse/pointer event at screen coordinates (Input System).
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `x` | yes | `–` | Screen X in pixels (origin bottom-left). |
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| `y` | yes | `–` | Screen Y in pixels (origin bottom-left). |
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| `action` | no | `click` | move \| down \| up \| click (down+up). |
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| `button` | no | `left` | left \| right \| middle. |
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**Returns:** `InputSimulationResponse`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`. Requires the Input System package (`ENABLE_INPUT_SYSTEM`); reports unavailable otherwise.
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### `log`
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Write a message to Unity console.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `message` | yes | `–` | Message to log to console |
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| `level` | no | `info` | Log level: info, warning, error |
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**Returns:** `string`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `console`
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Get captured Unity console output (Editor or Player; supports tail, level filtering, and follow via a cursor).
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `tail` | no | `100` | Maximum number of most-recent entries to return |
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| `level` | no | `log` | Minimum severity to include: log | warn | error |
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| `since` | no | `-1` | Cursor: only return entries newer than this seq. Use the 'cursor' from a previous response to follow. |
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**Returns:** `ConsoleLogResponse`
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**Notes:** `MainThreadRequired = false`. Available in both the Editor and player builds.
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### `eval`
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Evaluate C# code dynamically using Roslyn compiler.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `code` | yes | `–` | C# code to evaluate |
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| `timeout` | no | `5000` | Timeout in milliseconds |
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**Returns:** `EvalResponse`
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**Notes:** `MainThreadRequired = true`. Available on both editor and runtime.
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### `eval_file`
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Evaluate C# code read from a `.cs` file on disk. A convenience alternative to `eval` for code
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too long to pass inline — edit the file, then evaluate it. The resolved source is run through the
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same evaluation path as `eval`.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `file` | yes | `–` | Path to a `.cs` file to evaluate |
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| `timeout` | no | `5000` | Timeout in milliseconds |
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The `file` is read on the Unity side (relative paths resolve against the Unity process working
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directory) and must end in `.cs`. A missing file, a non-`.cs` extension, or an empty file returns
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a `Bad Request`.
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**Returns:** `EvalResponse`
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**Notes:** `MainThreadRequired = true`. Available on both editor and runtime.
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### `reload_file`
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Compile and apply in-place [HotReload] edits from a source file.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `filename` | yes | `–` | Source file containing [HotReload] methods (e.g. Assets/Scripts/Player.cs) |
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| `timeout` | no | `30000` | Compilation timeout in milliseconds |
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| `assemblyDir` | no | `–` | Directory to save compiled assemblies to disk (optional, default is in-memory only) |
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| `pdb` | no | `false` | Emit debug symbols (portable PDB) mapped to the original source so breakpoints bind in your editor. Compiles unoptimized. |
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**Returns:** `HotReloadResponse`
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**Notes:** `MainThreadRequired = true`. See [Hot reload](../hot-reload.md).
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### `reload_file_override`
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Compile and apply hot reload file changes immediately.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `filename` | yes | `–` | Hot reload source file to compile (e.g. PlayerTweaks.cs) |
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| `timeout` | no | `30000` | Compilation timeout in milliseconds |
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| `assemblyDir` | no | `–` | Directory to save compiled assemblies to disk (optional, default is in-memory only) |
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**Returns:** `HotReloadResponse`
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**Notes:** `MainThreadRequired = true`. See [Hot reload](../hot-reload.md).
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### `hotreload_status`
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Show current hot reload registry status and statistics.
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No parameters.
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**Returns:** `HotReloadResponse`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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### `cleanup_hotreload`
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Remove old hot reload DLL versions and clear registry.
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| Parameter | Required | Default | Description |
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|-----------|----------|---------|-------------|
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| `assemblyDir` | yes | `–` | Directory containing assemblies to cleanup |
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| `force_domain_reload` | no | `true` | Force Unity domain reload after cleanup |
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**Returns:** `HotReloadResponse`
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**Notes:** `MainThreadRequired = true`, `RuntimeOnly`.
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See [Creating commands](../creating-commands.md) and [Connectivity](../connectivity.md).
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