Creating commands
A command is a static method that the Pipeline server can invoke over HTTP. The method's accessibility does not matter — public, internal, and private static methods can all be registered. This page covers the command-authoring API: how to declare a command, describe its parameters, return a result, and have it discovered automatically.
The handler + response pattern
Authoring a command has two halves:
- The handler — your
staticmethod, tagged[CliCommand]. It does the work and returns a value. - The response — the server wraps whatever your handler returns in a
CommandExecutionResponseand serializes it to JSON for the client.
You never build the HTTP response yourself. Return a string, a number, an anonymous object, a typed model, or null; the server takes care of the envelope, timing, and error reporting.
Declaring a command
Tag a static method with [CliCommand] (the examples below use public, but any accessibility works):
[CliCommand("name", "description", MainThreadRequired = true, RuntimeOnly = false)]
public static <ReturnType> Handler(...);
| Argument | Meaning |
|---|---|
name |
Unique command name used by the client (unity command <name>). |
description |
Human-readable text shown in help and the /api/commands listing. |
MainThreadRequired |
Whether the handler must run on Unity's main thread. Default true. |
RuntimeOnly |
Whether the command is hidden from an Editor server's command listing. Default false. |
The method must be static, but its accessibility does not matter: public, internal, and private static methods can all be registered. CommandRegistry invokes handlers through reflection, so a private handler runs exactly like a public one. Only a non-static (instance) method fails to register — CommandRegistry skips it and logs a warning.
Describing parameters
Tag each parameter with [CliArg]:
[CliArg("name", "description", Required = false, DefaultValue = null)]
| Property | Meaning |
|---|---|
name |
Parameter name as it appears in client arguments (--name value). |
description |
Human-readable description for help text. |
Required |
Whether the parameter must be supplied. Defaults to false — but if the parameter has no C# default value it is treated as required. |
DefaultValue |
Value used when the client omits the parameter (a C# default value takes precedence). |
[CliArg] is optional metadata. A parameter without it still works: its name defaults to the C# parameter name and Required defaults to "does this parameter lack a C# default value?".
Worked example 1 — returning a string
A command can return a plain string. The server places it in the response result field.
using Unity.Pipeline.Commands;
using UnityEditor;
using UnityEngine;
public static class PlayModeCommands
{
[CliCommand("editor_play", "Enter Unity Editor play mode")]
public static string EnterPlayMode()
{
if (EditorApplication.isPlaying)
return "Already in play mode";
EditorApplication.isPlaying = true;
return "Entered play mode";
}
}
Calling editor_play yields a CommandExecutionResponse whose result is "Entered play mode".
Worked example 2 — returning a response model
For richer results, return a model. Returning a type that extends CommandExecutionResponse (like EvalResponse) lets you populate response fields directly; you can also return any plain serializable model (like AuthoringResult) and let the server wrap it.
using Unity.Pipeline.Commands;
using Unity.Pipeline.Models;
using Unity.Pipeline.Compilation;
public static class CodeEvalCommand
{
[CliCommand("eval", "Evaluate C# code dynamically using Roslyn compiler", MainThreadRequired = true)]
public static EvalResponse EvaluateCode(
[CliArg("code", "C# code to evaluate", Required = true)] string code,
[CliArg("timeout", "Timeout in milliseconds")] int timeout = 5000)
{
if (string.IsNullOrWhiteSpace(code))
return EvalResponse.EvalFailure("Bad Request", "Code parameter is required and cannot be empty");
var result = EvalCodeCompiler.CompileAndExecuteOnMainThread(code, timeout, null);
return result ?? EvalResponse.EvalFailure("Unknown Error", "Compilation returned null result");
}
}
EvalResponse adds output and diagnostics on top of the standard envelope. Another common shape is a domain model such as AuthoringResult — the canonical identity (asset path, GUID, instance id, hierarchy path) of an object a command created, returned so the client can reference it in a follow-up call.
Structured (multi-field) parameters
When a command needs a structured argument with several fields, don't spread them across many [CliArg] parameters — declare a small DTO that implements IStructuredCommandInput and take it as a single parameter. The type is advertised to clients as a nested JSON object schema in GET /api/commands (instead of collapsing to string), and the value is deserialized automatically via Newtonsoft — no extra wiring.
[CliCommand("set_time_settings", "Change Time settings. Requires confirm=true; use dry_run to preview.")]
public static ProjectSettingsResponse Set(
[CliArg("settings", "Fields to change; omitted fields are left unchanged.")] TimeSettingsInput settings = null,
[CliArg("confirm", "Apply the change. Without it the call is refused.")] bool confirm = false,
[CliArg("dry_run", "Preview the change without applying it.")] bool dryRun = false)
{ /* ... */ }
public class TimeSettingsInput : IStructuredCommandInput
{
[CliArg("fixedDeltaTime", "Fixed timestep in seconds (e.g. 0.02).")]
public float? FixedDeltaTime { get; set; }
[CliArg("timeScale", "Time scale (1 = real-time).")]
public float? TimeScale { get; set; }
}
JsonSchemaGenerator reflects over the type's public, writable fields and properties to emit { "type": "object", "properties": { ... } }, recursing into nested IStructuredCommandInput members and arrays/lists of them. Member metadata mirrors command parameters:
[CliArg(name, description, Required = ...)]controls the property name, description, and whether it appears in the schema'srequiredarray.- Without a
[CliArg], the member (or its Newtonsoft[JsonProperty]) name is used and it is optional. Use nullable types (float?) for "omitted = leave unchanged" semantics. [JsonIgnore]members are omitted from the schema.
[CliArg] is valid on parameters, fields, and properties, so the same attribute annotates DTO members. Most commands that take an IStructuredCommandInput are mutations — pair the DTO with confirm/dry_run and follow the safety conventions (inline gate + AuthoringUndoScope).
The CommandExecutionResponse envelope
Whatever your handler returns, the client receives a CommandExecutionResponse:
| Field | Type | Meaning |
|---|---|---|
success |
bool |
Whether the command ran without throwing. |
command |
string |
The command name. |
result |
object |
Your handler's return value (a string, model, anonymous object, or null). |
executionTimeMs |
long? |
How long the command took. |
error |
string |
Error summary when success is false. |
If your handler throws, the server catches it and returns a failure envelope with success = false and the exception message in error — you do not need to catch-and-wrap yourself unless you want a tailored message.
MainThreadRequired
- Default:
true. Most Unity APIs (scene, GameObject, asset, play-mode access) must run on the main thread. The server marshals these handlers onto the main thread via its dispatcher. - Set
falseonly for handlers that are thread-safe and read-only / pollable (e.g. a status or buffer-read command). These run on a background thread so they never block the main thread or deadlock against a busy editor.
When in doubt, leave it true.
RuntimeOnly
- Default:
false— the command is advertised in an Editor server's/api/commandslisting. - Set
trueto hide a command from the Editor command listing. It remains executable; it is simply not advertised when a client is connected to an Editor (Runtime/Player servers still list it). Use this for commands that only make sense against a running Player.
Discovery
Commands are discovered by CommandRegistry, which scans for [CliCommand]-tagged methods through a pluggable ICommandDiscovery:
- In the Editor,
TypeCacheCommandDiscoveryprovides fastTypeCache-based discovery. - In a Player, the registry falls back to reflection over loaded assemblies.
Results are cached until the next domain reload. A newly added command becomes available after the next recompile — no registration call is needed; just declare it and recompile.
Minimal custom command template
using Unity.Pipeline.Commands;
public static class MyCommands
{
[CliCommand("my_command", "What this command does")]
public static object MyCommand(
[CliArg("text", "Some input", Required = true)] string text,
[CliArg("count", "How many times")] int count = 1)
{
// Do work on the main thread (MainThreadRequired defaults to true).
return new { echoed = text, count }; // anonymous object → response.result
}
}
Recompile, then invoke it from your client (unity command my_command --text hello --count 3).
See also
- Command reference
- Connectivity — how clients reach the server and authenticate.