Connectivity
How a client reaches a running Unity instance: the loopback-only HTTP servers, their port ranges, the port descriptor file used for discovery, and the bearer-token authentication every request must carry.
The rest of this page covers the implementation. If you just want to connect, start with the two sections below.
Connecting to a running Editor
Connections go through the unity CLI. Run unity command with no command name to connect to a Unity instance and list its available commands:
# 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
Once connected, run any command by name, e.g. unity command editor_status.
Connecting to a running Player (game)
To target a running development Player instead of the Editor, use --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:
# 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
The Runtime server only runs in a development Player build with the runtime manager enabled — see Runtime connection & setup.
Finding the port in the Unity logs
The port descriptor file is the primary discovery channel, but the server also reports itself to the Unity log when it starts and stops — useful when you can't read the descriptor file directly. Look for Pipeline-prefixed lines.
Runtime (Player) — logs its port and the descriptor file location on start, and a line on stop:
Pipeline: Runtime server started successfully on port 7901 Pipeline: Runtime descriptor written to /path/to/MyGame/.unity-pipeline-runtime-port Pipeline: Runtime server stoppedEditor — logs its port when the server is (re)started from the Pipeline ▸ Start Server menu or re-opened by its watchdog (
Pipeline Server started on port 7801). Its descriptor always lives at the fixedLibrary/Pipeline/.unity-pipeline-portpath.
Where the logs live
Editor log (Editor.log):
| OS | Path |
|---|---|
| Windows | C:\Users\<user>\AppData\Local\Unity\Editor\Editor.log |
| macOS | ~/Library/Logs/Unity/Editor.log |
Player log (Player.log):
| OS | Path |
|---|---|
| Windows | C:\Users\<user>\AppData\LocalLow\<company>\<product>\Player.log |
| macOS | ~/Library/Logs/<company>/<product>/Player.log |
(<company> and <product> are the project's Company Name and Product Name from Player Settings.)
Loopback-only binding
Both the Editor and Runtime servers bind to the IPv4 loopback (127.0.0.1) — plus the localhost hostname for compatibility:
if (Socket.OSSupportsIPv4)
m_HttpListener.Prefixes.Add($"http://127.0.0.1:{m_Port}/");
m_HttpListener.Prefixes.Add($"http://localhost:{m_Port}/");
The server is never exposed on a routable interface — it is reachable only from the same machine.
Clients should connect to 127.0.0.1 explicitly rather than localhost. Unity's Mono HttpListener only reliably serves the IPv4 loopback: a request arriving over the IPv6 loopback (::1) is answered with 400 because Mono mis-parses the bracketed [::1] host. Since localhost resolves to ::1 or 127.0.0.1 non-deterministically (notably on Windows with Node's default DNS order), dialing localhost caused intermittent connection failures — dialing 127.0.0.1 avoids the IPv6 path entirely.
In addition, the server refuses any request that carries an Origin header (legitimate CLI/CI clients never send one), which blocks a browser page from reaching the local server and short-circuits CORS preflights.
Port ranges
Each server type picks the first free port in its range (or you can pin one explicitly):
| Server | Production range | Test range |
|---|---|---|
| Editor | 7800–7849 |
7850–7899 |
| Runtime (Player) | 7900–7949 |
7950–7999 |
If no port in the range is free, startup throws (No available ports in range …).
Port Descriptor File
When a server starts, it writes a small JSON instance descriptor so clients can discover it. This is the only discovery channel — there is no broadcast or registry.
| Server | Descriptor path |
|---|---|
| Editor | <projectPath>/Library/Pipeline/.unity-pipeline-port |
| Runtime | <workingDirectory>/.unity-pipeline-runtime-port |
The Editor descriptor lives under the git-ignored Library/ folder. The file is created with permissions restricted to the current user (it carries the auth token). The server rewrites it on every heartbeat to refresh lastHeartbeat, and deletes it on shutdown.
The Runtime descriptor is written next to the Player, at {Application.dataPath}/..:
- Windows / Linux — beside the executable, e.g.
C:\Builds\MyGame\.unity-pipeline-runtime-port. - macOS —
Application.dataPathis<Game>.app/Contents, so the descriptor lands at the.appbundle root:MyGame.app/.unity-pipeline-runtime-port. (The file is inside the.appbundle.) This is whyunity command --runtime-pathtakes the.appbundle path on macOS — see Runtime connection & setup.
Test servers do not write a descriptor (they override
WritesDescriptor => false) — the test already knows its port, so it never clobbers the live server's file. See Tests architecture.
Editor descriptor fields
{
"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": "<base64 token>"
}
| Field | Meaning |
|---|---|
pid |
Process id of the Unity Editor. |
port |
Port the server is listening on. |
projectPath |
Absolute path to the Unity project. |
projectName |
Project folder name. |
unityVersion |
Editor version string. |
mode |
"editor" or "batchmode". |
startedAt |
When the instance started (UTC). |
lastHeartbeat |
Last heartbeat (UTC), refreshed on status calls. |
evalToken |
Bearer token for authenticating requests. |
Runtime descriptor fields
The runtime descriptor shares pid, port, unityVersion, startedAt, lastHeartbeat, and evalToken, and adds:
| Field | Meaning |
|---|---|
platform |
Unity runtime platform (e.g. WindowsPlayer). |
buildGuid |
Unique build identifier (Application.buildGUID). |
workingDirectory |
Directory the Player is running from. |
(The runtime descriptor carries platform/buildGuid/workingDirectory in place of the editor's projectPath/projectName/mode.)
Authentication
Every request must authenticate with a bearer token:
Authorization: Bearer <evalToken>
- The server generates the token at startup (
SecurityTokenManager.GetOrCreateToken()— 256 bits of CSPRNG output, base64-encoded). In the Editor the token is persisted inSessionState, so it survives domain reloads within an editor session (recompiles, entering play mode) — long-lived clients (MCP sessions, IDE integrations) keep working instead of getting401after every reload. It is regenerated only when the Editor restarts, or on an explicit rotation (SecurityTokenManager.ClearCache()/RotateToken()). Player builds use a per-process token. - The token is published in the descriptor's
evalTokenfield. The descriptor is re-advertised with the live token on every heartbeat, so the port file never advertises a token the server would reject (e.g. after a reload or rotation). - The server validates the bearer token on every request (before routing) using a constant-time comparison. A missing or wrong token returns
401 Unauthorized.
Discovering and calling an instance
A client connects by:
- Reading the descriptor file (editor:
Library/Pipeline/.unity-pipeline-port). - Taking the
portandevalTokenfrom it. - Sending requests to
http://127.0.0.1:<port>/...withAuthorization: Bearer <evalToken>.
Endpoints exposed by the server include /api/status, /api/editor_status, /api/commands (lists available commands), /api/exec (POST — runs a command), and /api/test-status.
See also
- Runtime connection & setup — enabling the server in a Player build.
- Creating commands — authoring the commands clients call.