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{"name":"com.unity.pipeline","displayName":"Unity Pipeline","version":"0.7.0-exp.1","unity": "2022.3","category":"Pipeline","description":"This package allows application (cli, agent or other) to connect to the editor or a running game and execute commands (build, run_tests, play/pause, codereload)","keywords":["pipeline","connected","authoring","codereload"],"dependencies":{"com.unity.test-framework":"1.1.33","com.unity.modules.jsonserialize":"1.0.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.nuget.mono-cecil":"1.11.6","com.unity.modules.uielements":"1.0.0","com.unity.modules.screencapture":"1.0.0"},"samples":[{"displayName":"Code Reload Examples","description":"[CodeReload] method editing examples: a minimal component and a Pong game.","path":"Samples~/CodeReload"}],"repository":{"revision":"41bb021dea4fae36662cabcadb40d127dfb365c5","type":"git","url":"https://github.cds.internal.unity3d.com/unity/com.unity.pipeline.git"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.pipeline@0.7/manual/index.html","_upm":{"changelog":"### Changed\n\n- [AUTHAPI-71] The Pipeline runtime assemblies and the bundled Roslyn DLLs are no longer included in non-development Player builds. Enabling the runtime server for a release build now has no effect instead of warning. Add the `ENABLE_RUNTIME_PIPELINE` scripting define symbol to include them in a build that is not a Development Build.\n- [AUTHAPI-71] The code reload attributes moved to their own `Unity.Pipeline.Attributes` assembly, so code tagged with them still compiles for a release build, where they do nothing. An assembly definition that referenced `Unity.Pipeline` to get the attributes must add `Unity.Pipeline.Attributes` to its references; scripts that are not in an assembly definition need no change.\n- [UUM-151473] `console` is now robust across domain reloads, Editor restarts and play-mode transitions. It reports the capture session alongside its cursor and refuses a cursor it cannot honor rather than returning an empty result; it backfills from the Editor console's own store, so compile errors logged before capture started are visible; and it re-arms itself when Unity drops the log callback. Every response also carries the Editor's own console counts and compile-failure flag, so a client can tell in one call when the buffer and the Console window disagree.\n- [UUM-151473] `clear_console` moved to the runtime assembly beside `console` and `console_status`, so all three console commands live in one file and `clear_console` now works in player builds too (where it clears the captured buffer; there is no Editor console to clear).\n\n### Added\n\n- [AUTHAPI-25] Added server-side condition waiting: a wait command that polls an editor/object state until it holds (or times out), synchronously or in the background with status polling and cancelation.\n- [AUTHAPI-51] `CommandRegistry.RegisterCommand`/`UnregisterCommand`: register commands at runtime without a `[CliCommand]` attribute, for command sets that depend on runtime state. A dynamic registration behaves exactly like an attribute-declared one �same `/api/commands` metadata, same `[CliArg]` parameter discovery on the handler, same `/api/exec` execution �and additionally accepts an instance-bound delegate, so a command can run against a specific object. Registrations survive a discovery-mechanism swap and last until unregistered or the domain reloads �one made while in Play Mode is dropped when Play Mode exits, so a handler registered from `Awake` re-registers cleanly on the next entry even with domain reload disabled. A name already in use throws rather than shadowing the existing command. See `Documentation~/creating-commands.md`.\n- [UUM-151473] `console` responses carry `counts` (entries the buffer retains per severity) and `groundTruth` (the Editor's own `compilationFailed`, `compiling`, console entry counts, whether the buffer was seeded, and the sample's `ageMs`), so a client can spot the buffer disagreeing with the Console window in one round trip.\n- [UUM-151473] New `console_status` command: the same counters and compile-failure flag without the entries, cheap enough to poll while a compile runs.\n- [UUM-151473] `console` entries carry `logType` (Unity's exact `LogType` name, keeping the Exception/Assert distinction that `level` collapses) and `seeded` (read from the Editor console store rather than captured live, so the timestamp is the read time).\n- [UUM-151473] `recompile_status` reports `compilationFailed`.\n\n### Fixed\n\n- [UUM-151473] Fixed `console` returning an empty result that was indistinguishable from \"nothing new\" when the `since` cursor came from an earlier Editor session. Sequence numbers restart with the process (the buffer is persisted under `Temp/`, which Unity deletes at every launch), so such a cursor filtered out every entry held. Responses now carry a `session`, `console` accepts `since_session`, and a cursor that cannot be honored returns the tail with `reset=true` and `dropped=true`.\n- [UUM-151473] Fixed `ConsoleLogBuffer.Load` discarding entries logged since the snapshot it restores, and lowering the sequence counter when the sna"}}