9.1 KiB
name, description
| name | description |
|---|---|
| unity-pipeline | Drive a running Unity Editor or development Player from the command line via the unity-pipeline package — install the package, keep the editor ticking while unfocused, run the edit→recompile→run_tests loop, evaluate C#, and code-reload files at runtime. Use when an agent needs to control a live Unity instance, automate Unity tests, recompile scripts headlessly, or apply runtime reloads. Assumes the `unity` CLI is on PATH. |
Unity Pipeline (agent control)
Invoke commands with unity command <name> [args]. Run unity command with no name to
list what an instance exposes. Two servers exist: Editor (7800-7849, auto-starts with
the editor) and Runtime (7900-7949, only in a dev Player build). See the package
README.md "Commands" reference for the full list and parameters.
1. Install & verify
unity pipeline install # install into current project (or --project-path)
unity pipeline list # confirm the editor instance + server are reachable
unity command editor_status # confirm the editor server answers
2. Autonomous edit loop (Editor)
This is the core agent workflow: keep the editor alive, change code, recompile, test.
# 1. Keep the editor ticking even when unfocused/minimized. REQUIRED before headless work —
# Unity otherwise throttles or stalls update/compile when it isn't the active app.
unity command set_autotick --enable true
# 2. Edit C# source files on disk normally.
# 3. Recompile (async: triggers a domain reload, then poll until done).
unity command recompile
unity command recompile_status # repeat until "completed" or "up_to_date"
# Tolerate connection errors while the domain reload is in flight — that is expected.
# If recompile_status reports failed=true, read its "errors" array and fix before testing.
# 4. (Optional) List available tests without running them.
unity command list_tests --mode editor # mode: all | editor | playmode
# 5. Run tests (filter to keep it fast).
unity command run_tests --mode editor --filter MyFixture.MyTest
run_tests modes: all | editor | playmode. filter_type: testName | assembly |
category. For long runs use --async_tests true and poll unity command test_status
(abort with unity command cancel_tests).
Known caveat: when any selected test fails,
run_testsmay surface an opaque result instead of the failure details. Re-run a narrower--filter, or inspect the editor's Test Runner / logs to get the real failure.
Reading exit codes. They separate "rewrite the invocation" from "the Editor failed", which is the distinction this loop depends on:
| Exit | Meaning | What to do |
|---|---|---|
2 |
Bad arguments — a misspelled flag, a wrong type, too many positionals. Nothing ran. | Fix the command line and retry. The error names the problem and often suggests the right flag. |
6 |
The command ran and failed, or the Editor could not service it. | Read the error; retrying the same invocation will not help. |
Do not retry an exit 2 unchanged, and do not rewrite a command line on an exit 6.
3. Runtime code reload
Change gameplay code in a running game with no domain reload. The game must be live:
enter Editor Play Mode (unity command editor_play) or run a dev Player. A
The runtime Pipeline driver (enabled via Project Settings > Pipeline > Runtime) auto-discovers tagged methods on Awake (no manual
registration). Mono only — Editor Play Mode and Mono desktop dev builds, not IL2CPP. The token
is auto-injected for local requests.
reload_file
Edit the method body directly; no separate file, no boilerplate.
- Tag the method
[CodeReload]on the MonoBehaviour. - Edit its body on disk.
- Apply (re-run to iterate):
Add
unity command reload_file --filename Assets/Spinner.cs--pdbto make it debuggable — emits a portable PDB mapped to your source so breakpoints in the original file bind (attach the IDE + enable Editor Attaching; compiles unoptimized):unity command reload_file --filename Assets/Spinner.cs --pdb
Constraints: void instance methods only; public members only; debugging requires --pdb
(the default emits no symbols).
unity command codereload_status shows active overrides. reload_file options: --timeout <ms>
(default 30000), --assemblyDir <dir> (persist DLLs instead of in-memory);
cleanup_codereload --assemblyDir <dir> clears old DLLs.
4. Bulk construction: run_script (the builder pattern)
For bulk work — creating many objects, wiring fields, generating content — put the code in a
versioned project script and run a named static entry point with run_script. No domain
reload, no code carried through the protocol; iterating costs an in-memory compile (< ~2s), not
a 15–20s recompile.
# 1. Write the builder OUTSIDE Assets/ (so the write triggers no asset import / domain reload),
# e.g. AgentScripts/Build.cs: public static class Build { public static int All() { ... } }
# 2. Run it — relative paths resolve against the project root (the parent of Assets/):
unity command run_script --file AgentScripts/Build.cs --entry Build.All
# 3. Iterate: edit the file, re-run. Useful extras:
unity command run_script --file AgentScripts/Build.cs --dry_run true # compile-only check: diagnostics, nothing loaded or executed
unity command run_script --file AgentScripts/Build.cs --entry Build.All --args '[3, "Green"]'
Rules of thumb:
- Code goes in files on disk via
run_script;evalis for genuinely ad-hoc one-liners. Never ship multi-line escaped C# strings througheval— write the file, run the entry. - Compiles see the project's active editor defines (
UNITY_EDITOR, version/platform symbols);--definesappends extra symbols on top. - Entry points may be
async Task/Task<T>— they are awaited asynchronously (the editor keeps pumping, so awaits resuming on Unity's context work naturally) andTask<T>.Resultis returned. The wait is bounded bytimeout_ms; on expiry the task keeps running detached. - Runtime exceptions come back with
file:linemapped to your source (a source-mapped PDB is always emitted for executing runs; they compile unoptimized). --mode hotpatchinstead applies[CodeReload]in-place method replacements (delegates toreload_file);entry/args/dry_runare rejected there andreferences/definesdon't apply.
5. Quick C# eval (Runtime)
For genuinely ad-hoc one-liners only — anything longer belongs in a file run via run_script.
unity command eval "return 2 + 2;"
# Or evaluate a .cs file on disk (contents run through the same path):
unity command eval_file Assets/Scratch.cs
5. Project audit (Editor)
Static-analysis scan via Project Auditor, producing a CSV of issues to fix. Trigger, poll, read.
unity command audit # optional: --categories Code,ProjectSetting --output my.csv
unity command audit_status # repeat until terminal status
audit_status is terminal on completed (with csvPath + issueCount), failed, unavailable, or
interrupted (a domain reload killed the scan — just re-run audit). Polling stays responsive while a
Code-category scan compiles assemblies and holds the main thread. One scan at a time: a second audit
returns busy. There is no cancel — stop polling to abandon a scan.
CSV columns: Category, Severity, Areas, Description, RelativePath, Line, DescriptorId, Recommendation
(diagnostics only, so every row is something to fix; Recommendation says how).
Requires Project Auditor plus its rules.
unavailablemeans the Editor has no Project Auditor, or it has no analysis rules — in a built-in-module Editor the rules live in the separatecom.unity.project-auditor-rulespackage (unity command package_add --identifier com.unity.project-auditor-rules --confirm true). Read themessagefield; the command never reports an emptycompletedscan that would look like a clean project.
Gotchas
set_autotickfirst. Without it, recompile and tests can hang while the editor is unfocused. The package's watchdog relies on the tick loop staying alive.- A stuck command may mean a modal dialog is open, not a hang — a dialog blocks the main
thread until dismissed. If a command runs long, check
unity command editor_status(answers instantly even when blocked);status: "blocked_by_dialog"means stop retrying and tell the human what's blocking (itsdialog.title/message/buttons) — it can't be clicked over CLI. - Code reload needs the game running.
reload_fileapplies to a live game — enter Editor Play Mode (unity command editor_play) first, or run a dev Player. - Player-only commands need a dev Player.
log,set_timescale,runtime_status, etc. hit the Runtime server, which does not run in the Editor. - Async commands poll.
recompile→recompile_status,run_tests --async_tests→test_status. Never assume completion from the trigger call's response. - Target a specific instance with
--instance host:portor--project-path <path>when more than one is running.