# Safety & mutations Mutating commands — asset writes, project-settings changes, package/build changes — share two conventions so command authors and clients know what to expect: a `confirm`/`dry_run` gate on destructive or overwriting operations, and Undo grouping via `AuthoringUndoScope`. Commands that resolve caller-supplied asset paths confine them with `ProjectPaths` (see [Creating authoring commands](authoring-commands.md)). The helpers live in `Editor/Authoring/`. ### The confirm / dry_run convention Destructive or overwriting commands expose two boolean `[CliArg]`s — `confirm` and `dry_run` — and gate their own mutation on them. There is no central dispatcher; each command applies the same simple rules inline: - **`dry_run == true`** → validate and describe the intended change, mutate nothing, return a preview. This wins even if `confirm` is also true. - **`confirm == false`** (and not a dry run) → refuse without mutating. Return the failure the way the command reports its other errors — `throw new ArgumentException(...)` for the throwing style (e.g. `delete_asset`, `clear_baked_lighting`), or a structured error object for commands that return structured results (e.g. `build`, which returns `{ success = false, status = "error", message = "…" }`). - **otherwise** (`confirm == true`, not a dry run) → perform the mutation. Group *scene/object* mutations in an `AuthoringUndoScope` (see below). Asset/settings/package writes are **not** part of Unity's Undo, so they run directly — say so in the command description ("Not undoable via Ctrl+Z."). ```csharp [CliCommand("clear_baked_lighting", "Clear baked lightmap data for the open scene(s). Destructive: requires confirm=true (use dry_run to preview). Not undoable via Ctrl+Z.")] public static object ClearBakedLighting( [CliArg("confirm", "Apply the clear. Without it the call is refused.")] bool confirm = false, [CliArg("dry_run", "Preview what would be cleared without clearing it.")] bool dryRun = false) { // …resolve the open scene(s)… if (dryRun) return new { status = "dry_run", wouldClear = true }; if (!confirm) throw new ArgumentException("Refusing to clear baked lighting. Pass confirm=true to apply, or dry_run=true to preview."); // Clearing baked GI is not part of Unity's Undo — no AuthoringUndoScope. Lightmapping.Clear(); return new { cleared = true }; } ``` Purely additive, non-destructive commands (e.g. `create_folder`, `add_animator_parameter`) do not take `confirm`/`dry_run`; they just perform the mutation directly. ### Undo grouping Scene/object mutations are grouped with `AuthoringUndoScope` so a multi-step command reverts as a single Ctrl+Z step. It increments Unity's current Undo group on construction and calls `Undo.CollapseUndoOperations` on dispose, collapsing everything the body registers — via `Undo.RecordObject`, `Undo.RegisterCreatedObjectUndo`, and similar — into one named step. The command opts into Undo by calling those APIs inside the scope. See [Creating authoring commands](authoring-commands.md) for the full pattern and the per-mutation `Undo` API table. > **Caveat.** Some operations are not part of Unity's Undo system. `AssetDatabase` operations, UPM > package changes, and settings backed by native assets may not be undoable; for those the collapse is > simply a no-op and Ctrl+Z will not revert the change. Don't rely on Undo to clean up such writes — > validate up front and fail before writing. ### Path confinement Commands that accept a caller-supplied asset path resolve it through `ProjectPaths.Resolve`, which normalizes the path, rejects `..` traversal, and confines it to the configurable authoring root (default `Assets`) so agent-supplied paths cannot escape the project. It returns a project-relative path, or `null` with an `error` string when the path escapes the root. ```csharp var normalized = ProjectPaths.Resolve(path, out var error); if (normalized == null) throw new ArgumentException(error); // normalized is project-relative and guaranteed to live under the authoring root. ``` See [Creating authoring commands](authoring-commands.md) for the full path-handling rules and the `set_authoring_root` / `get_authoring_root` commands that adjust the root. ### For command authors To make a mutating command safe: 1. If the operation is destructive or overwrites existing content, add `confirm` and `dry_run` boolean `[CliArg]`s and gate on them inline (preview on `dry_run`, refuse on `!confirm`). 2. Group scene/object mutations in `using (new AuthoringUndoScope(""))` and register Undo operations inside it where the mutation is undoable. 3. Resolve any caller-supplied asset path through `ProjectPaths.Resolve` before touching the filesystem — ideally during validation, so a bad path fails before anything is applied. See [Creating commands](creating-commands.md) and [Creating authoring commands](authoring-commands.md).