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    Changelog

    All notable changes to this package will be documented in this file.

    The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

    [0.5.0-exp.1] - 2026-08-10

    • New GET /api/progress endpoint: the currently executing command's task progress, served off the main thread so it answers even while a long synchronous command has the Editor blocked. Command authors report via the new CliProgress.Report(title, info, current, total, progress) API (thread-safe, callable from a blocked main thread) or the CliEditorProgress.DisplayProgressBar drop-in wrappers around EditorUtility.DisplayProgressBar; running UnityEditor.Progress items are mirrored automatically. Consumed by the unity CLI to render live terminal progress bars during unity command / unity run --command. (CLI-488, coordinated with CLI-335)
    • Detached command jobs (CLI-335): POST /api/exec with "job": true returns a job id immediately and runs the command in the background — poll GET /api/job?id=… for state, live progress, and the retained result, so a client can reattach and collect the outcome after its own HTTP timeout. POST /api/job/cancel cancels a queued job outright and requests cooperative cancellation of a running one (long-running command/eval code can check the new public PipelineCancellation API). Results are retained for 1 hour / last 100 jobs; jobs do not survive domain reloads.
    • The eval timeout cap is raised from 30 seconds to 24 hours (CLI-335) — long evaluations are legitimate now that clients can set custom timeouts or detach and reattach.
    • The HTTP server now processes requests concurrently: an in-flight /api/exec command no longer blocks every other request (/api/status probes and /api/progress polls answer immediately, so a busy Editor no longer looks unreachable during a long command). Command execution itself is still strictly serialized — one /api/exec at a time, queued in arrival order, exactly as before. (CLI-335)
    • Hardening for the above: a command's own timeout (not a fixed 60s) now governs how long /api/exec waits for it, editor_status/test_status queue behind the same exec gate instead of racing an in-flight command, and progress/job state is owned per server instance so a test server can never cross-attribute progress or job cancellation with the live server. Detached jobs are capped at 100 queued/running at once — further submissions get 429 until some finish. (CLI-335)
    • Fix executedAt being returned as the zero-value instead of the actual execution time for eval/eval_file, hot-reload, and run_tests/test_status.
    • New audit / audit_status commands: start a Project Auditor static-analysis scan and poll it, producing a CSV of the reported issues (Category, Severity, Areas, Description, RelativePath, Line, DescriptorId, Recommendation) for a client or coding agent to act on. Project Auditor is reached by reflection, so the package still compiles and runs in Editors without it, and --categories works against both its deployments. An Editor whose Project Auditor has no analysis rules — in a built-in-module Editor these ship in the separate com.unity.project-auditor-rules package — reports unavailable and names the package to install, rather than an empty scan that reads as a clean project.
    • [UUM-148802] Fix get_console_logs/clear_console and console silently losing all console capture after exiting Play Mode (recovering only on the next recompile): re-subscribe to Unity's log callback on every play-mode transition instead of only once at domain load.
    • [UUM-148605] Persist set_autotick's enabled/interval state in SessionState so it survives a domain reload instead of silently turning itself off after every recompile. Add a persist flag (default true) to opt a one-off/expensive setting (e.g. interval_ms=0) out of that persistence.
    • Emit a busy/settling signal while the Editor is still importing/compiling after the server starts (cold project import), instead of letting early commands fail with an opaque null-data envelope. /api/status reports settling (withholding ready) until the Editor is first seen idle, and /api/exec rejects main-thread commands during that window with HTTP 503 and a structured envelope (error: "Server Busy", status: "busy", retryable: true). Background commands (e.g. recompile_status, package_status, console) and editor_status stay servable so callers can observe progress. The gate is scoped to the editor session's initial settle window: warm starts settle immediately, and servers recreated by domain reloads or started during mid-session imports/compiles never re-arm it. (AUTHAPI-35)
    • [UUM-149016] Fix InvalidOperationExceptions logged after running run_tests more than once: a stale TestResultCollector left registered with Unity's TestRunnerApi kept receiving later runs' completion notifications and re-completed its own already-completed result.

    [0.4.0-exp.1] - 2026-07-23

    • Persist the pipeline server auth token across editor domain reloads so long-lived clients (MCP/IDE) no longer get 401 after a recompile. (CLI-412)
    • capture_game_view gains a source parameter: camera (default, unchanged) or screen. source=screen captures the composited game view backbuffer so Screen Space - Overlay UI (HUDs, menus) is included — the camera path never sees overlay canvases. Screen capture requires Play Mode; in Edit Mode it returns a clear error. (AUTHAPI-10)
    • capture_game_view/capture_scene_view with save_path now return a path-only result (no base64) so agent tool results stay small; pass include_inline_image=true for the old behavior. Add max_resolution to cap the inline image size. (AUTHAPI-8)
    • Object-reference string handles now accept authoring-root-relative asset paths (e.g. Materials/Floor.mat, not just Assets/Materials/Floor.mat): a relative string with a file extension is treated as an asset path and normalized under the authoring root, and a failed lookup now reports every strategy tried instead of a misleading hierarchy-path-only error. (AUTHAPI-9)

    [0.3.1-exp.1] - 2026-07-16

    • Update docs

    [0.3.0-exp.1] - 2026-07-13

    • Improve security by ensuring token usage and enforcing read control on the token.
    • Fix all upm-pvp warnings.
    • Fix Samples installation.
    • All server works if the App is minimized (in the RunInBackground).
    • Rework all docs.
    • Improve connectivity regaridng IPv4 vs IPv6 support.
    • Add eval_file command: evaluate C# code read from a .cs file on disk, as a file-based alternative to eval (which takes inline code). Both commands run the source through the same evaluation path.
    • Add a large set of Editor automation commands for agentic content-pipeline control:
      • Assets & files: create_asset, import_asset, move_asset, copy_asset, rename_asset, delete_asset, find_assets, create_folder, get_import_settings, set_import_settings, read_text_file, write_text_file.
      • Scenes: create_scene, open_scene, save_scene, save_all, list_open_scenes, set_active_scene, get_scene_hierarchy, add_scene_to_build, remove_scene_from_build.
      • GameObjects & components: create_gameobject, create_gameobjects, delete_gameobject, find_gameobjects, rename_gameobject, set_parent, set_transform, set_active, set_tag, set_layer, add_component, remove_component, get_component_properties, set_component_properties.
      • Prefabs: create_prefab, create_prefab_variant, instantiate_prefab, apply_prefab_overrides, revert_prefab_overrides, unpack_prefab, save_prefab_contents.
      • Scripts & serialized fields: create_script, attach_script, get_serialized_fields, set_serialized_field.
      • Selection & search: get_selection, set_selection, search.
      • Capture & screenshots: screenshot, capture_game_view, capture_scene_view, capture_editor_element, capture_runtime_element.
      • Build: build, build_status.
      • Console & diagnostics: console, clear_console, get_console_logs, get_performance_stats.
      • Editor menus & authoring root: menu, get_authoring_root, set_authoring_root.
      • Materials & shaders: get_material_properties, set_material_properties, get_shader_properties, list_shaders.
      • Animation & Animator: create_animation_clip, get_animation_clip, set_animation_curve, remove_animation_curve, create_animator_controller, get_animator_controller, add_animator_layer, add_animator_parameter, add_animator_state, add_animator_transition.
      • Timeline: create_timeline, get_timeline, add_timeline_track, add_timeline_clip.
      • Lighting: bake_lighting, cancel_lighting_bake, lighting_bake_status, clear_baked_lighting, get_lighting_settings, set_lighting_settings.
      • NavMesh: bake_navmesh, bake_navmesh_surfaces, cancel_navmesh_bake, navmesh_bake_status, clear_navmesh, get_navmesh_settings, set_navmesh_settings.
      • Occlusion culling: bake_occlusion_culling, cancel_occlusion_bake, occlusion_bake_status, clear_occlusion_culling.
    • Update Wrench
    • Warn user if Unity Editor is started in non-automated mode.

    [0.2.0-exp.2] - 2026-06-24

    • Fix security audit flaws
    • First official published version

    [0.1.0-exp.1] - 2026-06-09

    This is the first release of Unity Pipeline.

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