### build Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/index.html Starts an asynchronous Player build. Poll build_status for status. ```APIDOC ## build ### Description Async Player build (poll `build_status`). ### Command `build` ### Parameters None documented. ### Response No documented response fields. ``` -------------------------------- ### GET /api/commands Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Lists all available commands that can be executed. ```APIDOC ## GET /api/commands ### Description Lists all available commands that can be executed. ### Method GET ### Endpoint /api/commands ### Authentication Bearer token required. ### Request Example No request body. ### Response #### Success Response (200) - **commands** (array) - List of available commands. #### Response Example { "commands": [] } ``` -------------------------------- ### Get() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.ProjectSettings.PlayerSettingsCommands.html Reads PlayerSettings (company/product/version, scripting backend, API level). This command is main-thread required. ```APIDOC ## Get() ### Description Reads PlayerSettings (company/product/version, scripting backend, API level). This command is main-thread required. ### Method Get ### Endpoint PlayerSettingsCommands.Get() ### Parameters None ### Returns - **ProjectSettingsResponse** - The current PlayerSettings data. ``` -------------------------------- ### Get() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.ProjectSettings.TimeSettingsCommands.html Reads the current Time settings (fixedDeltaTime, maximumDeltaTime, timeScale) and returns them in a ProjectSettingsResponse. ```APIDOC ## [GET] get_time_settings ### Description Reads the current Time settings (fixedDeltaTime, maximumDeltaTime, timeScale) and returns them in a ProjectSettingsResponse. ### Method GET ### Endpoint get_time_settings ### Parameters None ### Request Example {} ### Response #### Success Response (200) - **ProjectSettingsResponse** - The current Time settings. #### Response Example { "fixedDeltaTime": 0.02, "maximumDeltaTime": 0.333, "timeScale": 1.0 } ``` -------------------------------- ### GraphicsSettingsCommands Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.ProjectSettings.GraphicsSettingsCommands.html Methods for getting and setting the project's default render pipeline. ```APIDOC ## Get() ### Description Reads the current GraphicsSettings (default render pipeline) from the project. ### Method Get ### Signature `public static ProjectSettingsResponse Get()` ### Returns - **ProjectSettingsResponse** - The current graphics settings response. ``` ```APIDOC ## Set(GraphicsSettingsInput, bool, bool) ### Description Sets the default render pipeline asset. Requires confirm=true; use dry_run to preview. Not undoable via Ctrl+Z. ### Method Set ### Signature `public static ProjectSettingsResponse Set(GraphicsSettingsInput settings = null, bool confirm = false, bool dryRun = false)` ### Parameters - **settings** (GraphicsSettingsInput) - Optional - The graphics settings input. - **confirm** (bool) - Optional - Confirmation flag. - **dryRun** (bool) - Optional - Preview flag. ### Returns - **ProjectSettingsResponse** - The result of the set operation. ``` -------------------------------- ### Editor descriptor JSON example Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Example of the Editor instance descriptor JSON file written to /Library/Pipeline/.unity-pipeline-port. Contains process ID, port, project paths, Unity version, mode, timestamps, and the evalToken used for authentication. The file is rewritten on every heartbeat and deleted on shutdown. ```json { "pid": 12345, "port": 7800, "projectPath": "/path/to/Project", "projectName": "Project", "unityVersion": "6000.x.y", "mode": "editor", "startedAt": "2026-06-25T10:00:00Z", "lastHeartbeat": "2026-06-25T10:05:00Z", "evalToken": "" } ``` -------------------------------- ### AudioSettingsCommands Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.ProjectSettings.AudioSettingsCommands.html Documentation for the AudioSettingsCommands class methods Get() and Set(). ```APIDOC ## Get() ### Description Reads the project Audio settings (volume, rolloff scale, doppler factor) via the CLI command `get_audio_settings`. This method is static and requires the main thread. ### Method CLI Command ### Command `get_audio_settings` ### Parameters None ### Returns - **ProjectSettingsResponse** - The response containing the current Audio settings. ### Example ```csharp ProjectSettingsResponse response = AudioSettingsCommands.Get(); ``` ``` ```APIDOC ## Set(AudioSettingsInput, bool, bool) ### Description Changes the project Audio settings via the CLI command `set_audio_settings`. Requires `confirm=true` to apply changes; use `dryRun` to preview. This operation is not undoable via Ctrl+Z. ### Method CLI Command ### Command `set_audio_settings` ### Parameters - **settings** (AudioSettingsInput) - Optional - The new Audio settings to apply. - **confirm** (bool) - Required - Must be `true` to apply the changes. - **dryRun** (bool) - Optional - If `true`, previews the changes without applying them. ### Returns - **ProjectSettingsResponse** - The response containing the result of the operation. ### Example ```csharp ProjectSettingsResponse response = AudioSettingsCommands.Set(settings, confirm: true, dryRun: false); ``` ``` -------------------------------- ### Add material authoring commands (create_material and set_material) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/authoring-commands.html Complete worked example showing how to add authoring commands to a Unity Pipeline package. It defines two commands: create_material (asset creation with path handling and AuthoringResult out, no undo) and set_material (scene mutation with ObjectRef in and undo via AuthoringUndoScope). Includes helper methods ResolveRenderer and EnsureParentFolder. ```csharp using System.IO; using Unity.Pipeline.Commands; using Unity.Pipeline.Editor.Authoring; using Unity.Pipeline.Models; using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; namespace Unity.Pipeline.Editor.Commands.Rendering { /// Authoring commands for materials (rendering). public static class MaterialCommands { [CliCommand("create_material", "Create a Material asset (default shader 'Standard') under the authoring root. " + "NOTE: asset creation is not undoable via Ctrl+Z.")] public static AuthoringResult CreateMaterial( [CliArg("path", "Asset path relative to the authoring root; the Assets/ prefix and the .mat extension are optional. e.g. Materials/Stone", Required = true)] string path, [CliArg("shader", "Shader name to assign. Defaults to 'Standard'.")] string shader = "Standard") { // 1. Resolve + confine the path (the sandbox boundary). var normalized = ProjectPaths.Resolve(path, out var error); if (normalized == null) throw new ArgumentException(error); if (!normalized.EndsWith(".mat", System.StringComparison.OrdinalIgnoreCase)) normalized += ".mat"; var found = Shader.Find(shader); if (found == null) throw new ArgumentException($"Shader '{shader}' was not found."); // 2. Do the work (AssetDatabase op — no undo scope; it wouldn't be undoable anyway). EnsureParentFolder(normalized); var material = new Material(found); AssetDatabase.CreateAsset(material, normalized); AssetDatabase.SaveAssets(); // 3. Return the created object's identity so the agent can reference it next. var result = ObjectResolver.Describe(material) ?? new AuthoringResult { Type = nameof(Material) }; result.AssetPath = normalized; return result; } [CliCommand("set_material", "Assign a material asset to a Renderer on a scene GameObject.")] public static AuthoringResult SetMaterial( [CliArg("target", "Handle of the GameObject (or Renderer) to modify.", Required = true)] ObjectRef target, [CliArg("material", "Handle of the material asset to assign (path/guid/globalId).", Required = true)] ObjectRef material) { // Resolve both handles up front, before mutating, so a bad handle changes nothing. var renderer = ResolveRenderer(target); if (!ObjectResolver.TryResolve(material, out var matObj, out var matError)) throw new ArgumentException(matError); if (matObj is not Material mat) throw new ArgumentException($"'{material}' is not a Material."); using (new AuthoringUndoScope("Set Material")) { Undo.RecordObject(renderer, "Set Material"); // record BEFORE the change renderer.sharedMaterial = mat; EditorSceneManager.MarkSceneDirty(renderer.gameObject.scene); } return ObjectResolver.Describe(renderer); } private static Renderer ResolveRenderer(ObjectRef target) { if (!ObjectResolver.TryResolve(target, out var obj, out var error)) throw new ArgumentException(error); var go = obj as GameObject ?? (obj as Component)?.gameObject; var renderer = go != null ? go.GetComponent() : null; if (renderer == null) throw new ArgumentException($"Object '{target}' has no Renderer."); return renderer; } // Mirrors the shared helper used by the built-in asset commands. private static void EnsureParentFolder(string assetPath) { var parent = Path.GetDirectoryName(assetPath)?.Replace('\\', '/'); if (string.IsNullOrEmpty(parent) || AssetDatabase.IsValidFolder(parent)) return; // Create intermediate folders (see create_folder / CreateFolderRecursive). Directory.CreateDirectory(ProjectPaths.ProjectRoot + "/" + parent); AssetDatabase.Refresh(); } } } ``` -------------------------------- ### package_list Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/package-manager.html Lists packages by scope: installed, available, or all. Returns the full result synchronously. ```APIDOC ## package_list ### Description List packages by scope: installed (default) | available (registry) | all (both). Returns the full result synchronously — available/all block until the registry query completes. ### Parameters - **scope** (string) - Optional - Default: `installed` - Which packages to list: installed (default) | available | all. - **include_indirect** (boolean) - Optional - Default: `true` - Include indirect (transitive) installed dependencies (applies to scope=installed/all). - **offline** (boolean) - Optional - Default: `false` - For available/all: query the local cache instead of the registry. ### Returns `object` ### Notes `MainThreadRequired = false`. Synchronous — `available`/`all` start a registry query and block until it completes (up to a 25s timeout); `installed` reads the resolved set inline on the main thread. ``` -------------------------------- ### ListBuildTargets() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Build.BuildConfigCommands.html Lists the known BuildTarget values with their group and whether build support is installed. ```APIDOC ## ListBuildTargets() ### Description Lists the known BuildTarget values with their group and whether build support is installed. ### Method ListBuildTargets ### Signature [CliCommand("list_build_targets", "List the known BuildTarget values with their group and whether build support is installed.", MainThreadRequired = true)] public static object ListBuildTargets() ### Returns - **object** - The list of build targets. ``` -------------------------------- ### bake_navmesh Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/index.html Starts an asynchronous legacy NavMesh bake. Poll navmesh_bake_status for status. ```APIDOC ## bake_navmesh ### Description Async legacy NavMesh bake (poll `navmesh_bake_status`). ### Command `bake_navmesh` ### Parameters None documented. ### Response No documented response fields. ``` -------------------------------- ### PipelineTestServer constructor Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/testing.html Constructor for the PipelineTestServer helper. Starts an isolated TestEditorPipelineServer (auto-assigning a port in 7850-7899 and writing no descriptor) and creates a PipelineClient using the server's port and a token from SecurityTokenManager. Wrap in a using block so the server is stopped at the end of the test. ```csharp public PipelineTestServer() { m_Server = new TestEditorPipelineServer(); m_Server.Start(); // auto-assigns a port in 7850-7899; writes no descriptor m_Client = new PipelineClient($"http://localhost:{m_Server.Port}", SecurityTokenManager.GetOrCreateToken()); } ``` -------------------------------- ### CopyAsset(ObjectRef, string, string, bool, bool) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Assets.AssetCommands.html Copies an asset to a new path under the authoring root. The copy gets a fresh GUID. ```APIDOC ## CopyAsset(ObjectRef, string, bool, bool) ### Description Copies an asset to a new path under the authoring root. The copy gets a fresh GUID. ### Method CopyAsset ### Parameters - **asset** (ObjectRef) - Required - The asset to copy. - **destination** (string) - Required - The destination path under the authoring root. - **confirm** (bool) - Optional - If true, confirms the operation (default: false). - **dryRun** (bool) - Optional - If true, performs a dry run without making changes (default: false). ### Returns - **AuthoringResult** - The result of the operation. ``` -------------------------------- ### ObjectResolver.Describe(Object) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Authoring.ObjectResolver.html Produces the canonical identity for an object. Assets get path/guid/fileId; loaded objects get instanceId/hierarchyPath. Returns null for a null object. ```APIDOC ## ObjectResolver.Describe(Object) ### Description Produces the canonical identity for an object. Assets get path/guid/fileId; loaded objects get instanceId/hierarchyPath. Returns null for a null object. ### Method Describe ### Signature public static AuthoringResult Describe(Object obj) ### Parameters - **obj** (Object) - The object to describe. ### Returns - **AuthoringResult** - The canonical identity of the object, or null if the object is null. ``` -------------------------------- ### InputSimulationResponse.Ok(string, string) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Runtime.Commands.InputSimulationResponse.html Creates an InputSimulationResponse indicating a successful injection for the given command, with a detail message. ```APIDOC ## InputSimulationResponse.Ok(string, string) ### Description Creates an InputSimulationResponse indicating a successful injection for the given command, with a detail message. ### Method Ok ### Signature public static InputSimulationResponse Ok(string command, string detail) ### Parameters - **command** (string) - The name of the command that succeeded. - **detail** (string) - A human-readable detail about the success. ### Returns - **InputSimulationResponse** - A response object with Success set to true and Detail set to the provided detail. ``` -------------------------------- ### GET /api/test-status Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Returns the test status of the pipeline. ```APIDOC ## GET /api/test-status ### Description Returns the test status of the pipeline. ### Method GET ### Endpoint /api/test-status ### Authentication Bearer token required. ### Request Example No request body. ### Response #### Success Response (200) - **test_status** (object) - The current test status. #### Response Example { "test_status": {} } ``` -------------------------------- ### Connect to a running Player with unity command Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Target a running development Player using `--runtime` (by process name) or `--runtime-path` (by the location of the runtime port file). These options go after `command` and before the command name. The Runtime server only runs in a development Player build with the runtime manager enabled. ```bash # By Player process/executable name unity command --runtime MyGame.exe runtime_status # By the folder/bundle where the runtime port file lives unity command --runtime-path "C:\Builds\MyGame" runtime_status # Windows: next to the .exe unity command --runtime-path "/Users/me/Builds/MyGame.app" runtime_status # macOS: the .app bundle ``` -------------------------------- ### SimulateKey(string key, string action = "press") Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Runtime.Commands.RuntimeInputCommand.html Simulates a keyboard key event using the Input System. This command drives the running app and requires the main thread and a running runtime environment. ```APIDOC ## SimulateKey(string key, string action = "press") ### Description Simulates a keyboard key event using the Input System. This command drives the running app and requires the main thread and a running runtime environment. ### Method SimulateKey ### Signature public static InputSimulationResponse SimulateKey(string key, string action = "press") ### Parameters - **key** (string) - Required - The key to simulate. - **action** (string) - Optional - The action to perform. Default is "press". ### Returns - **InputSimulationResponse** - The result of the simulation. ``` -------------------------------- ### GET /api/editor_status Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Returns the current status of the editor. ```APIDOC ## GET /api/editor_status ### Description Returns the current status of the editor. ### Method GET ### Endpoint /api/editor_status ### Authentication Bearer token required. ### Request Example No request body. ### Response #### Success Response (200) - **editor_status** (object) - The current editor status. #### Response Example { "editor_status": {} } ``` -------------------------------- ### GetTypedResponse() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Tests.Runtime.PipelineResponse.html Gets a typed response object from the JSON. ```APIDOC ## GetTypedResponse() ### Description Gets a typed response object from the JSON. ### Declaration ```csharp public T GetTypedResponse() where T : class ``` ### Returns - **T** - The typed response object. ### Type Parameters - **T** - The type of the response object. ``` -------------------------------- ### Build, Compilation & Test Commands Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/index.html Commands for building the Player, switching build targets, recompiling scripts, and running tests. ```APIDOC ## build ### Description Async Player build. Poll `build_status` for status. ### Command `build` ## build_status ### Description Status / report of the current build. ### Command `build_status` ## switch_build_target ### Description Switch the active build target. Requires confirmation. ### Command `switch_build_target` ## switch_build_target_status ### Description Status of the last target switch. ### Command `switch_build_target_status` ## list_build_targets ### Description List known build targets. ### Command `list_build_targets` ## get_build_settings ### Description Read build configuration. ### Command `get_build_settings` ## set_build_settings ### Description Set build configuration fields. ### Command `set_build_settings` ## list_build_profiles ### Description List Build Profile assets (Unity 6). ### Command `list_build_profiles` ## recompile ### Description Force a script recompile. Poll `recompile_status` for status. ### Command `recompile` ## recompile_status ### Description Status of the last recompile. ### Command `recompile_status` ## list_tests ### Description List available tests without running. ### Command `list_tests` ## run_tests ### Description Run Unity tests with filters. ### Command `run_tests` ## test_status ### Description Status of async test execution. ### Command `test_status` ## cancel_tests ### Description Cancel running tests. ### Command `cancel_tests` ``` -------------------------------- ### TimelineTrackInfo.TrackType Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.TimelineTrackInfo.html Gets or sets the type of the timeline track. ```APIDOC ### Property: TrackType **Declaration** ```csharp [JsonProperty("type")] public string TrackType { get; set; } ``` **Property Value** - Type: `string` - Description: The type of the timeline track. ``` -------------------------------- ### Connect to a Unity Editor with unity command Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Use `unity command` to auto-discover a Unity instance from the current directory, or specify a project with `--project-path`. Once connected, run commands by name, e.g., `unity command editor_status`. ```bash # Auto-discover a Unity instance from the current directory unity command # Connect to a specific project unity command --project-path /path/to/your/unity/project ``` -------------------------------- ### TimelineTrackInfo.Name Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.TimelineTrackInfo.html Gets or sets the name of the timeline track. ```APIDOC ### Property: Name **Declaration** ```csharp [JsonProperty("name")] public string Name { get; set; } ``` **Property Value** - Type: `string` - Description: The name of the timeline track. ``` -------------------------------- ### GET /api/status Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/connectivity.html Returns the current status of the pipeline server. ```APIDOC ## GET /api/status ### Description Returns the current status of the pipeline server. ### Method GET ### Endpoint /api/status ### Authentication Bearer token required. ### Request Example No request body. ### Response #### Success Response (200) - **status** (object) - The current status of the pipeline. #### Response Example { "status": {} } ``` -------------------------------- ### GetProperty(string, T) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Tests.Runtime.PipelineResponse.html Gets a JSON property value from the response. ```APIDOC ## GetProperty(string, T) ### Description Gets a JSON property value from the response. ### Declaration ```csharp public T GetProperty(string propertyName, T defaultValue = default) ``` ### Parameters - **propertyName** (string) - The name of the JSON property to retrieve. - **defaultValue** (T) - The default value to return if the property is not found. Optional. ### Returns - **T** - The value of the property, or the default value if not found. ### Type Parameters - **T** - The type of the property value. ``` -------------------------------- ### Build(string target, string outputPath, string profileName, string[] options, string[] scenes, bool confirm, bool dryRun) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Build.BuildCommand.html Triggers an async Player build and returns immediately with a 'queued' status. Poll build_status until status is 'completed'. DetailedBuildReport is included by default unless 'options' is supplied. Use dry_run to validate without building. ```APIDOC ## Build(string target, string outputPath, string profileName, string[] options, string[] scenes, bool confirm, bool dryRun) ### Description Triggers an async Player build and returns immediately (queued). Poll build_status until status is 'completed'. DetailedBuildReport is included by default unless 'options' is supplied. Use dry_run to validate without building. ### Method CLI Command: build ### Parameters - **target** (string) - Optional - The build target. - **outputPath** (string) - Optional - The output path for the build. - **profileName** (string) - Optional - The profile name. - **options** (string[]) - Optional - Build options. - **scenes** (string[]) - Optional - Scenes to include in the build. - **confirm** (bool) - Optional - Whether to confirm the build. - **dryRun** (bool) - Optional - If true, validate without building. ### Returns - **object** - The result of the build command, typically a queued status. ``` -------------------------------- ### TestSummary.Total Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.TestSummary.html Gets or sets the total number of tests. ```APIDOC ## TestSummary.Total ### Description Gets or sets the total number of tests. ### Declaration ```csharp public int Total { get; set; } ``` ### Property Value Type: int ### Remarks This property is part of the test summary statistics. ``` -------------------------------- ### DiscoverInstances(IEnumerable) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Tests.Editor.MockCliDiscovery.html Discovers all running Pipeline instances in the specified directories. Simulates CLI scanning for .unity-pipeline-port files. ```APIDOC ## DiscoverInstances(IEnumerable) ### Description Discovers all running Pipeline instances in the specified directories. Simulates CLI scanning for .unity-pipeline-port files. ### Method DiscoverInstances ### Signature public static IEnumerable DiscoverInstances(IEnumerable searchPaths) ### Parameters - **searchPaths** (IEnumerable) - Required - Directories to search for running Pipeline instances. ### Returns - **IEnumerable** - A collection of discovered Pipeline instances. ``` -------------------------------- ### BakeLighting(bool, bool) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Baking.LightingBakeCommands.html Triggers an asynchronous lightmap bake of the open scene(s) via Lightmapping.BakeAsync(). Returns immediately; poll lighting_bake_status until completed. ```APIDOC ## BakeLighting(bool, bool) ### Description Triggers an async lightmap bake of the open scene(s) via Lightmapping.BakeAsync(). Returns immediately; poll lighting_bake_status until completed. ### Method CliCommand ### Command bake_lighting ### Parameters - **confirm** (bool) - Optional - Default: false - **dryRun** (bool) - Optional - Default: false ### Returns - **object** - The result of the command. ``` -------------------------------- ### TestSummary.Skipped Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.TestSummary.html Gets or sets the number of skipped tests. ```APIDOC ## TestSummary.Skipped ### Description Gets or sets the number of skipped tests. ### Declaration ```csharp public int Skipped { get; set; } ``` ### Property Value Type: int ### Remarks This property is part of the test summary statistics. ``` -------------------------------- ### TestSummary.Passed Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.TestSummary.html Gets or sets the number of passed tests. ```APIDOC ## TestSummary.Passed ### Description Gets or sets the number of passed tests. ### Declaration ```csharp public int Passed { get; set; } ``` ### Property Value Type: int ### Remarks This property is part of the test summary statistics. ``` -------------------------------- ### CLI commands for authoring root Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/authoring-commands.html Shows the CLI commands for querying and setting the authoring root. The first command returns the current root, and the second sets it to a sub-folder under Assets. ```text get_authoring_root → { "root": "Assets" } set_authoring_root --root Assets/AgentWork ``` -------------------------------- ### create_scene Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/scenes.html Creates a new scene and saves it to the given path under the authoring root. Optionally opens it additively and seeds initial contents. ```APIDOC ## create_scene ### Description Create a new scene and save it to the given path under the authoring root. ### Parameters - `path` (string) - Required - Scene path relative to the authoring root (default Assets/); the Assets/ prefix and the .unity extension are optional. e.g. Scenes/Level1 - `additive` (bool) - Optional, default `false` - Open the new scene additively alongside currently open scenes instead of replacing them. - `template` (string) - Optional, default `empty` - Initial contents: 'empty' (default) for a blank scene, or 'default' to seed a Main Camera + Directional Light matching Unity's built-in 3D template. ### Returns `AuthoringResult` ### Notes Blocked during Play mode. ``` -------------------------------- ### TestSummary.Inconclusive Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.TestSummary.html Gets or sets the number of inconclusive tests. ```APIDOC ## TestSummary.Inconclusive ### Description Gets or sets the number of inconclusive tests. ### Declaration ```csharp public int Inconclusive { get; set; } ``` ### Property Value Type: int ### Remarks This property is part of the test summary statistics. ``` -------------------------------- ### TestSummary.Failed Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.TestSummary.html Gets or sets the number of failed tests. ```APIDOC ## TestSummary.Failed ### Description Gets or sets the number of failed tests. ### Declaration ```csharp public int Failed { get; set; } ``` ### Property Value Type: int ### Remarks This property is part of the test summary statistics. ``` -------------------------------- ### HotReloadRegistry.GetStats() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.HotReload.HotReloadRegistry.html Gets statistics about the current hot reload state. ```APIDOC ## GetStats() ### Description Gets statistics about the current hot reload state. ### Method GetStats ### Signature `public static HotReloadStats GetStats()` ### Parameters None ### Returns - **HotReloadStats** - Statistics about the current hot reload state. ``` -------------------------------- ### Verify a new command with recompile and create_material Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/authoring-commands.html Commands to recompile the editor and verify a new authoring command. Run recompile, poll recompile_status until done, then invoke create_material to test it. ```text command recompile command recompile_status # poll until done command create_material --path Materials/Stone ``` -------------------------------- ### Build, Compilation & Test Commands Source: https://docs.unity3d.com/Packages/com.unity.pipeline@0.3/manual/index.html Commands for building, switching build targets, recompiling, and running tests. ```APIDOC ## build ### Description Async Player build. Poll `build_status` for progress and completion. ### Command `build` ### Parameters None documented. ### Response Poll `build_status` for status. ``` ```APIDOC ## build_status ### Description Status / report of the current build. ### Command `build_status` ### Parameters None documented. ### Response Status / report of the current build. ``` ```APIDOC ## switch_build_target ### Description Switch the active build target. Requires confirmation. ### Command `switch_build_target` ### Parameters None documented. ### Response None documented. ``` ```APIDOC ## switch_build_target_status ### Description Status of the last target switch. ### Command `switch_build_target_status` ### Parameters None documented. ### Response Status of the last target switch. ``` ```APIDOC ## list_build_targets ### Description List known build targets. ### Command `list_build_targets` ### Parameters None documented. ### Response List of known build targets. ``` ```APIDOC ## get_build_settings ### Description Read build configuration. ### Command `get_build_settings` ### Parameters None documented. ### Response Build configuration. ``` ```APIDOC ## set_build_settings ### Description Set build configuration fields. ### Command `set_build_settings` ### Parameters None documented. ### Response None documented. ``` ```APIDOC ## list_build_profiles ### Description List Build Profile assets (Unity 6). ### Command `list_build_profiles` ### Parameters None documented. ### Response List of Build Profile assets. ``` ```APIDOC ## recompile ### Description Force a script recompile. Poll `recompile_status` for progress and completion. ### Command `recompile` ### Parameters None documented. ### Response Poll `recompile_status` for status. ``` ```APIDOC ## recompile_status ### Description Status of the last recompile. ### Command `recompile_status` ### Parameters None documented. ### Response Status of the last recompile. ``` ```APIDOC ## list_tests ### Description List available tests without running. ### Command `list_tests` ### Parameters None documented. ### Response List of available tests. ``` ```APIDOC ## run_tests ### Description Run Unity tests with filters. ### Command `run_tests` ### Parameters None documented. ### Response Test results. ``` ```APIDOC ## test_status ### Description Status of async test execution. ### Command `test_status` ### Parameters None documented. ### Response Status of async test execution. ``` ```APIDOC ## cancel_tests ### Description Cancel running tests. ### Command `cancel_tests` ### Parameters None documented. ### Response None documented. ``` -------------------------------- ### CurveBinding.Type Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.CurveBinding.html Gets or sets the component type of the curve binding. ```APIDOC ## Property Type ### Description Gets or sets the component type of the curve binding. ### Declaration ```csharp [JsonProperty("type")] public string Type { get; set; } ``` ### Property Value | Type | Description | |------|-------------| | string | The component type. | ``` -------------------------------- ### CreateCurrent(int, RuntimePipelineConfig) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Models.RuntimeInstanceDescriptor.html Static method to create a runtime instance descriptor for the current Player application. ```APIDOC ## CreateCurrent(int, RuntimePipelineConfig) ### Description Creates a runtime instance descriptor for the current Player application. ### Method CreateCurrent ### Signature public static RuntimeInstanceDescriptor CreateCurrent(int port, RuntimePipelineConfig config) ### Parameters - **port** (int) - Required - The port for the runtime instance. - **config** (RuntimePipelineConfig) - Required - The runtime pipeline configuration. ### Returns - **RuntimeInstanceDescriptor** - The created runtime instance descriptor. ``` -------------------------------- ### CurveBinding.Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.CurveBinding.html Gets or sets the property name of the curve binding. ```APIDOC ## Property Property ### Description Gets or sets the property name of the curve binding. ### Declaration ```csharp [JsonProperty("property")] public string Property { get; set; } ``` ### Property Value | Type | Description | |------|-------------| | string | The property name. | ``` -------------------------------- ### CurveBinding.Path Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.CurveBinding.html Gets or sets the GameObject path of the curve binding. ```APIDOC ## Property Path ### Description Gets or sets the GameObject path of the curve binding. ### Declaration ```csharp [JsonProperty("path")] public string Path { get; set; } ``` ### Property Value | Type | Description | |------|-------------| | string | The GameObject path. | ``` -------------------------------- ### SimulatePointer(float x, float y, string action = "click", string button = "left") Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Runtime.Commands.RuntimeInputCommand.html Simulates a mouse/pointer event at screen coordinates using the Input System. This command requires the main thread and a running runtime environment. ```APIDOC ## SimulatePointer(float x, float y, string action = "click", string button = "left") ### Description Simulates a mouse/pointer event at screen coordinates using the Input System. This command requires the main thread and a running runtime environment. ### Method SimulatePointer ### Signature public static InputSimulationResponse SimulatePointer(float x, float y, string action = "click", string button = "left") ### Parameters - **x** (float) - Required - The x-coordinate of the pointer event. - **y** (float) - Required - The y-coordinate of the pointer event. - **action** (string) - Optional - The action to perform. Default is "click". - **button** (string) - Optional - The mouse button to use. Default is "left". ### Returns - **InputSimulationResponse** - The result of the simulation. ``` -------------------------------- ### ListBuildProfiles() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Build.BuildConfigCommands.html Lists Build Profile assets in the project. This is only available in Unity 6 and later; on earlier versions it returns feature_unavailable. ```APIDOC ## ListBuildProfiles() ### Description Lists Build Profile assets in the project. Returns feature_unavailable on earlier versions of Unity. ### Method ListBuildProfiles ### Signature [CliCommand("list_build_profiles", "List Build Profile assets in the project (Unity 6 only). Returns feature_unavailable on earlier versions.", MainThreadRequired = true)] public static object ListBuildProfiles() ### Returns - **object** - The list of Build Profile assets. ``` -------------------------------- ### AddTimelineClipResult.Clip Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.AddTimelineClipResult.html Gets or sets the TimelineClipSummary associated with the result. ```APIDOC ## AddTimelineClipResult.Clip Property ### Description Gets or sets the TimelineClipSummary associated with the result. ### Declaration ```csharp [JsonProperty("clip")] public TimelineClipSummary Clip { get; set; } ``` ### Property Value | Type | Description | | --- | --- | | TimelineClipSummary | The timeline clip summary. | ``` -------------------------------- ### get_component_properties Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/gameobjects-and-components.html Gets a component's serialized properties as a JSON map. ```APIDOC ## get_component_properties ### Description Gets a component's serialized properties as a JSON map. Address the component by handle, or by GameObject handle + type. ### Parameters - **target** (Handle) - Required - Handle of the component, OR of the GameObject when 'type' is given. - **type** (string) - Optional - Component type name on the target GameObject (omit when 'target' is a component handle). ### Returns - **ComponentPropertiesResult** - Result containing the component's serialized properties. ``` -------------------------------- ### instantiate_prefab Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/prefabs.html Instantiates a prefab asset into a loaded scene and returns the created instance. Undo-able. ```APIDOC ## instantiate_prefab ### Description Instantiate a prefab asset into a loaded scene and return the created instance. ### Parameters | Parameter | Required | Default | Description | |-----------|----------|---------|-------------| | `prefab` | yes | – | Reference to the prefab asset to instantiate (path/guid/globalId). | | `scene_path` | no | – | Optional path of a loaded scene to instantiate into; defaults to the active scene. | | `name` | no | – | Optional name for the created instance; defaults to the prefab name. | ### Returns `AuthoringResult` ### Notes Undo-able. ``` -------------------------------- ### GetStatusAsync() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Tests.Runtime.PipelineClient.html Gets the server status via the /api/status endpoint asynchronously. ```APIDOC ## GetStatusAsync() ### Description Get server status via /api/status endpoint (async version). ### Method GetStatusAsync ### Declaration ```csharp public Task GetStatusAsync() ``` ### Returns - **Task** - A task representing the asynchronous operation, with a PipelineResponse result. ``` -------------------------------- ### ObjectId.RawValue Property Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.ObjectId.html Gets the raw id, which is the canonical wire/serialization form. ```APIDOC ## ObjectId.RawValue ### Description Gets the raw id, which is the canonical wire/serialization form. ### Declaration ```csharp public long RawValue { get; } ``` ### Property Value - **long** - The raw id value. ``` -------------------------------- ### SetBuildSettingsInput Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Build.SetBuildSettingsInput.html Documentation for the SetBuildSettingsInput class, including its properties and CLI argument mappings. ```APIDOC ## Class SetBuildSettingsInput ### Description Mutable build-settings fields for `set_build_settings` (CLI-204). Every field is nullable; only the ones the caller supplies are changed. Note that AllowDebugging and ConnectWithProfiler only take effect when DevelopmentBuild is also on. ### Inheritance object -> SetBuildSettingsInput ### Implements IStructuredCommandInput ### Namespace Unity.Pipeline.Editor.Commands.Build ### Assembly Unity.Pipeline.Editor.dll ### Syntax ```csharp public class SetBuildSettingsInput : IStructuredCommandInput ``` ### Properties #### AllowDebugging ##### Declaration ```csharp [CliArg("allowDebugging", "Allow script debugging (only effective with developmentBuild=true).")] public bool? AllowDebugging { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | bool? | | #### BuildScriptsOnly ##### Declaration ```csharp [CliArg("buildScriptsOnly", "Build only the scripts (skip data) for faster iteration.")] public bool? BuildScriptsOnly { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | bool? | | #### ConnectWithProfiler ##### Declaration ```csharp [CliArg("connectWithProfiler", "Auto-connect the Profiler (only effective with developmentBuild=true).")] public bool? ConnectWithProfiler { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | bool? | | #### DevelopmentBuild ##### Declaration ```csharp [CliArg("developmentBuild", "Build a Development Player (enables the debugger/profiler).")] public bool? DevelopmentBuild { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | bool? | | #### Il2CppCodeGeneration ##### Declaration ```csharp [CliArg("il2CppCodeGeneration", "IL2CPP code generation for the active target: OptimizeSpeed | OptimizeSize.")] public string Il2CppCodeGeneration { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | string | | #### SymlinkSources ##### Declaration ```csharp [CliArg("symlinkSources", "Symlink runtime/plugin sources instead of copying (where supported).")] public bool? SymlinkSources { get; set; } ``` ##### Property Value | Type | Description | |------|-------------| | bool? | | ### Implements IStructuredCommandInput ``` -------------------------------- ### GetTestStatus() Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.TestCommands.html Gets the current test status for async test execution. ```APIDOC ## GetTestStatus() ### Description Gets the current test status for async test execution. ### Method GetTestStatus ### Signature public static string GetTestStatus() ### Returns - **string** - The current test status. ``` -------------------------------- ### Chain authoring commands with create_material and set_material Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/authoring-commands.html Shows two chained authoring commands: create_material creates a material asset and returns its path, then set_material consumes that path to assign the material to a target object. The output of each command is shown after the arrow. ```text create_material --path Materials/Stone --shader Standard → { "assetPath": "Assets/AgentWork/Materials/Stone.mat", "guid": "…", "type": "Material" } set_material --target '{"hierarchyPath":"/Ground"}' --material '{"path":"Assets/AgentWork/Materials/Stone.mat"}' → { "instanceId": …, "hierarchyPath": "/Ground", "type": "MeshRenderer" } ``` -------------------------------- ### WriteToWorkingDirectory(RuntimeInstanceDescriptor) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Models.RuntimeInstanceDescriptor.html Static method to write a runtime instance descriptor to the working directory. ```APIDOC ## WriteToWorkingDirectory(RuntimeInstanceDescriptor) ### Description Writes a runtime instance descriptor to the working directory. ### Method WriteToWorkingDirectory ### Signature public static void WriteToWorkingDirectory(RuntimeInstanceDescriptor descriptor) ### Parameters - **descriptor** (RuntimeInstanceDescriptor) - Required - The runtime instance descriptor to write. ``` -------------------------------- ### TimelineTrackInfo.Clips Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Animation.TimelineTrackInfo.html Gets or sets the list of timeline clips associated with this track. ```APIDOC ### Property: Clips **Declaration** ```csharp [JsonProperty("clips")] public List Clips { get; set; } ``` **Property Value** - Type: `List` - Description: The list of timeline clips for this track. ``` -------------------------------- ### ConsoleLogCapture.Buffer Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Console.ConsoleLogCapture.html Gets the shared buffer holding captured console entries. ```APIDOC ## [STATIC] ConsoleLogCapture.Buffer ### Description Gets the shared buffer holding captured console entries. ### Method Static property getter ### Endpoint ConsoleLogCapture.Buffer ### Parameters None ### Response #### Success Response - **ConsoleLogBuffer** - The shared buffer holding captured console entries. #### Response Example ```csharp ConsoleLogBuffer buffer = ConsoleLogCapture.Buffer; ``` ``` -------------------------------- ### CreateFolder(string) Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Editor.Commands.Assets.FolderCommands.html Documentation for the CreateFolder method of the FolderCommands class. ```APIDOC ## CreateFolder(string) ### Description Creates a folder under the authoring root, creating intermediate folders as needed. This is a CLI command that validates input through the project-path sandbox and returns an AuthoringResult envelope. ### Method CLI Command ### Command create_folder ### Parameters - **path** (string) - Required - The path of the folder to create. ### Returns - **AuthoringResult** - The result of the operation, allowing the agent to reference the created folder in follow-up calls. ``` -------------------------------- ### CommandParameterInfo Constructor Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/api/Unity.Pipeline.Commands.CommandParameterInfo.html Creates a new CommandParameterInfo instance with the specified name, description, required flag, parameter type, and optional default value. ```APIDOC ## CommandParameterInfo(string name, string description, bool required, Type parameterType, object defaultValue = null) ### Description Creates parameter information from discovery. ### Declaration public CommandParameterInfo(string name, string description, bool required, Type parameterType, object defaultValue = null) ### Parameters - **name** (string) - Required - The name of the parameter. - **description** (string) - Required - A human-readable description of the parameter. - **required** (bool) - Required - Indicates whether the parameter is required for command execution. - **parameterType** (Type) - Required - The type of the parameter for validation and conversion. - **defaultValue** (object) - Optional - The default value for optional parameters. Default is null. ``` -------------------------------- ### open_scene Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/scenes.html Opens an existing scene from the given path. Can be opened additively. ```APIDOC ## open_scene ### Description Open an existing scene from the given path. ### Parameters - `path` (string) - Required - Scene path relative to the authoring root (default Assets/); the Assets/ prefix and the .unity extension are optional. - `additive` (bool) - Optional, default `false` - Open additively alongside currently open scenes instead of replacing them. ### Returns `AuthoringResult` ### Notes Blocked during Play mode. ``` -------------------------------- ### navmesh_bake_status Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/baking.html Get the status of the last NavMesh bake: idle | baking | completed. ```APIDOC ## navmesh_bake_status ### Description Get the status of the last NavMesh bake: idle | baking | completed. ### Returns `string` ``` -------------------------------- ### screenshot Source: https://docs.unity3d.com/Packages/com.unity.pipeline%400.3/manual/commands/editor-lifecycle-and-observability.html Captures the Scene or Game view as a PNG and returns its file path. Requires the main thread. ```APIDOC ## screenshot ### Description Captures the Scene or Game view as a PNG and returns its file path. ### Parameters - `view` (string) - Optional - Which view to capture: 'game' (default) or 'scene'. - `output` (string) - Optional - Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/. - `width` (integer) - Optional - Output width in pixels. 0 (default) uses the view camera's current width. - `height` (integer) - Optional - Output height in pixels. 0 (default) uses the view camera's current height. ### Returns `ScreenshotResponse` ### Notes `MainThreadRequired = true`. ```