# Editor lifecycle & observability commands Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance. ### `editor_play` Enter Unity Editor play mode. No parameters. **Returns:** `string` ### `editor_stop` Exit Unity Editor play mode. No parameters. **Returns:** `string` ### `editor_pause` Pause Unity Editor play mode. No parameters. **Returns:** `string` ### `editor_status` Get detailed Unity Editor status and state information. No parameters. **Returns:** `StatusResponse` ### `editor_focus` Bring the Unity Editor window to the foreground. No parameters. **Returns:** `string` **Notes:** `MainThreadRequired = true`. ### `menu` Execute an Editor menu item by path, or list available items when no path is given. | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `path` | no | `–` | Menu item path to execute, e.g. "Assets/Reimport All". Omit to list available menu items. | **Returns:** `MenuResponse` **Notes:** `MainThreadRequired = true`. ### `screenshot` Capture the Scene or Game view as a PNG and return its file path. | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `view` | no | `game` | Which view to capture: 'game' (default) or 'scene' | | `output` | no | `–` | Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/. | | `width` | no | `0` | Output width in pixels. 0 (default) uses the view camera's current width. | | `height` | no | `0` | Output height in pixels. 0 (default) uses the view camera's current height. | **Returns:** `ScreenshotResponse` **Notes:** `MainThreadRequired = true`. ### `set_autotick` Keep the editor ticking while unfocused by forcing EditorApplication.SignalTick at a throttled rate. | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `enable` | no | `true` | Enable (true) or disable (false) auto-tick mode | | `interval_ms` | no | `16` | Minimum milliseconds between forced ticks. 0 = every update (max rate, pegs a CPU core). Default 16 (~60Hz). | **Returns:** `string` **Notes:** `MainThreadRequired = true`. State is static and resets on domain reload (turns itself off after a recompile). ### `get_console_logs` Read recently captured Editor console logs (structured). | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `severity` | no | `all` | Filter: all | log | warning | error. 'all' = every entry; 'log' = Log only; 'warning' = Warning only; 'error' = Error/Exception/Assert only. | | `limit` | no | `100` | Max entries to return (most-recent first), capped at 1000. | **Returns:** `object` ### `clear_console` Clear the captured log buffer and the Unity Editor console. No parameters. **Returns:** `object` ### `get_performance_stats` Read render, memory, and frame-timing stats (structured, read-only). No parameters. **Returns:** `PerformanceStats` ### `get_authoring_root` Get the base folder (under Assets/) that bare authoring paths resolve against. No parameters. **Returns:** `object` ### `set_authoring_root` Set the base folder (under Assets/) that bare authoring paths resolve against and are confined to. Use 'Assets' for full project access. | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `root` | yes | `–` | Project-relative folder under Assets/, e.g. Assets/AgentWork. Use 'Assets' to allow the whole project. | **Returns:** `object` See [Creating commands](../creating-commands.md) and [Connectivity](../connectivity.md).