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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.

    [0.7.0-exp.1] - 2026-09-10

    Changed

    • [AUTHAPI-71] The Pipeline runtime assemblies and the bundled Roslyn DLLs are no longer included in non-development Player builds. Enabling the runtime server for a release build now has no effect instead of warning. Add the ENABLE_RUNTIME_PIPELINE scripting define symbol to include them in a build that is not a Development Build.
    • [AUTHAPI-71] The code reload attributes moved to their own Unity.Pipeline.Attributes assembly, so code tagged with them still compiles for a release build, where they do nothing. An assembly definition that referenced Unity.Pipeline to get the attributes must add Unity.Pipeline.Attributes to its references; scripts that are not in an assembly definition need no change.
    • [UUM-151473] console is now robust across domain reloads, Editor restarts and play-mode transitions. It reports the capture session alongside its cursor and refuses a cursor it cannot honor rather than returning an empty result; it backfills from the Editor console's own store, so compile errors logged before capture started are visible; and it re-arms itself when Unity drops the log callback. Every response also carries the Editor's own console counts and compile-failure flag, so a client can tell in one call when the buffer and the Console window disagree.
    • [UUM-151473] clear_console moved to the runtime assembly beside console and console_status, so all three console commands live in one file and clear_console now works in player builds too (where it clears the captured buffer; there is no Editor console to clear).

    Added

    • [AUTHAPI-25] Added server-side condition waiting: a wait command that polls an editor/object state until it holds (or times out), synchronously or in the background with status polling and cancelation.
    • [AUTHAPI-51] CommandRegistry.RegisterCommand/UnregisterCommand: register commands at runtime without a [CliCommand] attribute, for command sets that depend on runtime state. A dynamic registration behaves exactly like an attribute-declared one — same /api/commands metadata, same [CliArg] parameter discovery on the handler, same /api/exec execution — and additionally accepts an instance-bound delegate, so a command can run against a specific object. Registrations survive a discovery-mechanism swap and last until unregistered or the domain reloads — one made while in Play Mode is dropped when Play Mode exits, so a handler registered from Awake re-registers cleanly on the next entry even with domain reload disabled. A name already in use throws rather than shadowing the existing command. See Documentation~/creating-commands.md.
    • [UUM-151473] console responses carry counts (entries the buffer retains per severity) and groundTruth (the Editor's own compilationFailed, compiling, console entry counts, whether the buffer was seeded, and the sample's ageMs), so a client can spot the buffer disagreeing with the Console window in one round trip.
    • [UUM-151473] New console_status command: the same counters and compile-failure flag without the entries, cheap enough to poll while a compile runs.
    • [UUM-151473] console entries carry logType (Unity's exact LogType name, keeping the Exception/Assert distinction that level collapses) and seeded (read from the Editor console store rather than captured live, so the timestamp is the read time).
    • [UUM-151473] recompile_status reports compilationFailed.

    Fixed

    • [UUM-151473] Fixed console returning an empty result that was indistinguishable from "nothing new" when the since cursor came from an earlier Editor session. Sequence numbers restart with the process (the buffer is persisted under Temp/, which Unity deletes at every launch), so such a cursor filtered out every entry held. Responses now carry a session, console accepts since_session, and a cursor that cannot be honored returns the tail with reset=true and dropped=true.
    • [UUM-151473] Fixed ConsoleLogBuffer.Load discarding entries logged since the snapshot it restores, and lowering the sequence counter when the snapshot was stale. It now merges by sequence number and never rewinds a cursor already handed out.
    • [UUM-151473] Fixed console never reporting Editor compile errors logged before capture started. Those are logged as sticky entries that survive every console clear until the next compile completes, so they can stand in the Console window indefinitely; the buffer is now backfilled once per session from the Editor console's own store.
    • [UUM-151473] Fixed console capture staying dead after Unity unregistered the native log callback with no observable symptom. The Editor now samples the console's own counts and re-arms capture when they move while the buffer's cursor does not.
    • [UUM-151473] Fixed recompile reporting up_to_date while compile errors were still standing. A failed editor compile suppresses the domain reload and leaves the errors in place, so a repeat call with nothing changed compiled nothing and erased the recorded failure. Both recompile and recompile_status now consult Unity's native compile-failure flag, which also covers the status file being deleted with Temp/ at every Editor launch.
    • [UUM-151473] Fixed clear_console clearing only one of the package's two console buffers, so console kept returning entries that had been cleared.
    • [UUM-151968] The runtime instance descriptor now writes to Application.persistentDataPath on Android instead of beside Application.dataPath, which is read-only there.
    • [AUTHAPI-49] Pipeline_SessionStopped now fires on EditorApplication.wantsToQuit instead of EditorApplication.quitting, since the Analytics service is already shutting down by the time quitting runs and the event was never actually sent.

    Removed

    • [UUM-151473] Removed get_console_logs, which duplicated console over a second buffer of its own — every log line was captured twice, and clear_console cleared only one of them. Use console; its new logType field carries the exact log type get_console_logs reported.

    [0.6.0-exp.1] - 2026-08-31

    Changed

    • Hot reload is now called code reload throughout. The attributes are [CodeReload], [OnCodeReload] and [CodeReloadOverrideMethod] in namespace Unity.Pipeline.CodeReload; the registry is CodeReloadRegistry; the commands hotreload_status and cleanup_hotreload are now codereload_status and cleanup_codereload (tag scripts/codereload); the sample lives under Samples~/CodeReload; the documentation page is code-reload.md. The watcher and the folder push now pick up .cs files that mention CodeReload instead of HotReload. The [HotReload] family no longer exists, so user code must be updated.
    • [AUTHAPI-49] BasePipelineServer.OnTransactionProcessed(requestJson, responseJson) is replaced by OnCommandDone(in CommandExecutionInfo), which also carries the command that ran, whether it succeeded, and how long it took. A detached job now reports when it actually completes, not only when its job handle was returned.
    • [UUM-149580] Reorganized the Pipeline Runtime settings page (Project Settings > Pipeline > Runtime) into "Server" and "Runtime Behavior" groups, moved the status/security HelpBox to the top, and added an always-visible feature description when there's nothing to warn about. All fields except Max Work Items Per Frame are now read-only while in Play Mode, since edits to them would silently not apply until the next Play session or build; Max Work Items Per Frame stays live-editable — RuntimePipelineDriver polls it fresh every frame (cheaply, gated on the settings file's timestamp), matching the pre-redesign component's behavior for that field.
    • [UUM-149580] Every field except Enable In Builds itself is now greyed out on the Pipeline Runtime settings page while Enable In Builds is off, instead of staying editable for a server that will not run.
    • reload_file result contract, stated: a reload that compiles but applies NO methods now fails with the per-method reasons (previously a silent success); a file whose [HotReload] methods all match the compiled baseline reports an explicit "up to date" success — naming any stale overrides it reverted — instead of "hot reload successful with 0 methods".
    • [AUTHAPI-26] A non-positive timeout/timeout_ms on eval, eval_file, or run_script now returns a clear 400 Bad Request instead of an opaque dispatcher timeout.
    • Reformatted CHANGELOG.md to more accurately track Keep a Changelog
    • [AUTHAPI-59] Test fixtures and test-only helper classes under Tests/ are now internal instead of public — they were never part of the package's public API surface.
    • [AUTHAPI-59] Command handler classes and their result/DTO types under Editor/Commands/ and Runtime/Commands/ are now internal instead of public. Command registration and dispatch work via reflection regardless of accessibility (see Documentation~/creating-commands.md), so this was never functionally required.
    • [AUTHAPI-59] EditorPipelineManager, EditorPipelineManagerEditor, PipelineServerStartup, EditorPipelineServer, PipelineRuntimeBuildProcessor, HotReloadInPlaceILPostProcessor, and SecurityTokenManager are now internal instead of public. [CustomEditor], [InitializeOnLoad], the build pipeline, and ILPostProcessor discovery all work via reflection regardless of accessibility, and none of these types were referenced outside the package.
    • [AUTHAPI-59] RuntimePipelineConfigEditor, RuntimePipelineSettingsProvider, PushEnvelope, PushVerifier, PushVerifyStatus, RotatingFileBackup, and the Unity.Pipeline.Telemetry eval-usage helper types are now internal instead of public — same rationale: [CustomEditor]/[SettingsProvider] discovery is reflection-based, and none of these are referenced outside the package.

    Removed

    • The separate-override-file hot reload workflow: the reload_file_override command, the [HotReloadWithOverrides] attribute, HotReloadHelper, and the HotReload_WithHelpers sample. Tag methods [HotReload] and edit them in place with reload_file instead (see Documentation~/hot-reload.md). The unused [HotReloadableComponent], [HotReloadComponent] and [HotReloadTarget] attributes are gone too.

    Fixed

    • Code reload: a var local whose inferred type is nested in the reloaded class (var inp = new BufferedInput { ... }) no longer fails to compile with "The type name 'var' does not exist in the type ..."; a using alias for such a type is left alone too.
    • Code reload: when a reload fails to compile, each diagnostic now names the user's file and line, the compiler error code, and the generated line that failed, and the full generated source is written to Temp/CodeReload/<assembly>.failed.cs for inspection.
    • Code reload in the Editor no longer depends on the runtime Pipeline server being enabled. [CodeReload] targets were only discovered by the runtime driver, which is not created when enableInBuilds is off (the default), so an in-editor reload compiled but bound 0 methods with a misleading "added after the running build" reason. Entering Play Mode now registers the targets either way, and an empty registry is reported as such.
    • Interpreter backend: new S { x = 1 } and default(S) on a host struct bound boxed (the auto-bind default, e.g. a struct nested in the reloaded MonoBehaviour) failed at runtime with "Non-static field requires a target". The default box is now created, both for initobj and for the initobj-free form Roslyn emits when every field is assigned (S s; s.x = 1; s.y = 2;), so object initializers, field-by-field construction and nullable-struct fields work in reloaded bodies. Reading or writing a host field on a null object now reports the field name and source line instead of the bare reflection error, and an exception escaping a reloaded body is logged with its script location before it propagates.
    • build: a scripted build with Development in options no longer trips the "enableInBuilds without a Development Build" security dialog (the guard only looked at the Build Settings toggle, so a build command from the CLI stalled on a modal, or was cancelled).
    • reload_file_player_interpreter: a push made before the player's signing handshake has arrived now waits up to 10 s for it instead of 2 s; the first push to a freshly connected IL2CPP player was dropped at 2 s.
    • [UUM-149991] AutoStaticsCleanup: Fixed usage-analysis findings.
    • [UUM-149991] Fixed CommandRegistry staying on reflection-based command discovery after exiting Play Mode without a domain reload; PipelineServerStartup now restores TypeCache discovery on EnteredEditMode.
    • [UUM-149977] Removed the "Editor is not in automated mode" console warning. Now surfaced as info on the instance descriptor instead.
    • [AUTHAPI-36] Fixed TestResultCollector.RunFinished throwing InvalidOperationException (double-complete) when a run had already been completed by SetError/Cancel (e.g. a timed-out or errored run): a late RunFinished is now a no-op and the original error/cancellation is preserved.
    • [UUM-149580] The Pipeline server no longer permanently enables Player Settings "Run In Background" on start; the runtime driver now saves and restores the project's original value around start/stop.
    • [UUM-149580] Transient RuntimePipelineConfig/RuntimePipelineBuildInfo assets left behind by an interrupted build are now purged at the start of every build, so a disabled build can no longer ship the runtime Pipeline server.
    • [UUM-149580] Reading Runtime settings (Project Settings page, get_runtime_pipeline_settings, or a refused/dry-run set_runtime_pipeline_settings) no longer writes the settings file.
    • [UUM-149580] set_runtime_pipeline_settings now rejects a port, requestTimeoutMs, or maxWorkItemsPerFrame outside the same bounds the Project Settings page enforces, instead of silently persisting an invalid value (a maxWorkItemsPerFrame of 0 permanently starved the dispatcher's work queue).

    Added

    • [AUTHAPI-68] POST /api/exec accepts an unparsed command line as commandLine (a string the server tokenizes) or argv (pre-split tokens), binding positional and --flag arguments against the command's declared parameters server-side. Exactly one of command, commandLine or argv may be present, and parameters cannot accompany the raw forms. Argument failures return 400 with errorCode: "INVALID_COMMAND_ARGS", a machine-readable argProblems array, and the command's commandSchema; successful raw-form replies echo the bound parameters. Servers advertise exec.argv / exec.commandLine in capabilities on /api/status and in the port descriptor. command is no longer a JSON-required property, so a body carrying none of the three forms is now rejected by request validation as 400 {"error":"Invalid Request","errorDetails":"Command name is required"} instead of by deserialization as 400 {"error":"Invalid JSON"}.
    • [AUTHAPI-64] Added a new endpoint reporting currently-open modal dialogs, and command execution now reports any dialogs shown while it ran. Main-thread commands are rejected with a busy status while a dialog is open, and status polling reports that a dialog is blocking it. Requires a recent enough trunk build.
    • [AUTHAPI-29] Instrument eval/eval_file usage: each call logs a JSONL record (timing, success, statement/expression shape, and an API fingerprint of top-level member accesses) to <project>/Library/Pipeline/eval-usage.jsonl, editor-only and local-first — raw source isn't stored unless Store Eval Source is enabled. Toggle via Eval Telemetry Enabled.
    • [AUTHAPI-29] New report_evals command: ranks logged eval fingerprints by frequency and cross-references the command catalog to surface patterns not yet covered by an existing command.
    • [AUTHAPI-49] Editor analytics: Pipeline_SessionStarted on the first command a client executes, Pipeline_CommandExecuted per command executed, and Pipeline_SessionStopped when the Editor quits. isEvalWithExistingCommandAvailable reuses the AUTHAPI-29 eval fingerprints and coverage map, so it agrees with report_evals by construction. Only commands shipped in the package report their name and tags; a project-declared command reports <customUserCommand> and no tags. See Documentation~/analytics.md.
    • [UUM-149580] runtime_status now reports pipelineDriver (isServerRunning, actualPort, and the enableInBuilds/requestTimeoutMs/enableAuditLogging/autoStart/maxWorkItemsPerFrame values actually governing the running driver, not just what Project Settings currently shows) — null if no driver was ever bootstrapped.
    • [UUM-149580] New get_runtime_pipeline_settings/set_runtime_pipeline_settings commands: structured, confirm/dry_run-gated read/write access to Pipeline Runtime settings (Project Settings > Pipeline > Runtime), matching the existing Audio/Graphics/Input/Physics/Player/Quality/Time settings command family. Refused while in Play Mode.
    • [AUTHAPI-27] New batch command: run up to 200 ordered operations in one request, with later ops referencing earlier results. Transactional by default (single Undo step, rolled back on failure); supports on_error, dry_run, time_budget_ms, and detached job execution. See Documentation~/commands/batch.md for details.
    • [AUTHAPI-26] New run_script command: compile a single C# file in memory (no domain reload) and execute a named static entry point. Supports ephemeral (compile→run→discard) and hotpatch modes, JSON-coerced args, custom references/defines, and dry_run compilation. Returns { result, diagnostics, compileMs, executeMs, assemblyName }; runtime errors include source file:line.
    • [AUTHAPI-21] Leaner /api/exec responses by default: compact JSON, no null envelope keys, no always-on metadata — a minimal success is just {"success":true,"result":...}. Use "verbose": true to restore the full envelope, or "omitNulls": true to also drop nulls inside result. Added format="value" to get_serialized_fields to return raw values instead of a full descriptor.
    • [AUTHAPI-21] New warnings array on responses for non-fatal corrective guidance (e.g. an ignored/invalid query parameter).
    • [AUTHAPI-21] /api/job, /api/job/cancel, and /api/progress now include null keys explicitly; pass omit_nulls=true to drop them.
    • [AUTHAPI-21] POST /api/exec now rejects a literal JSON null body with a structured 400 instead of an internal error.
    • Add an IL interpreter (IlInterpreter) that works in IL2CPP players and the editor. Opt in with the reload_file_editor_interpreter command or by pushing to a connected device with reload_file_player_interpreter; the hot-reload watch always uses it. A shipped Roslyn analyzer (MS002–MS023) marks the supported C# subset in [HotReload] method bodies.
    • Add an [OnHotReload] attribute to react to code being hot-reloaded.
    • Add a .cs change watcher, enabled from the Pipeline settings, that hot-reloads changed code without a domain reload — in editor play mode, or in a player connected via the profiler connection.

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

    Added

    • [CLI-488] New GET /api/progress endpoint reporting the currently executing command's progress, served off the main thread so it responds even during a blocking command. Command authors report via CliProgress.Report(...) or CliEditorProgress.DisplayProgressBar; UnityEditor.Progress items are mirrored automatically. Powers live progress bars in the unity CLI. (with CLI-335)
    • [CLI-335] Detached command jobs: POST /api/exec with "job": true runs in the background and returns a job id immediately; poll GET /api/job?id=… for state/progress/result. POST /api/job/cancel cancels a queued job or requests cooperative cancellation of a running one via the new PipelineCancellation API. Results are retained for 1 hour / last 100 jobs.
    • [CLI-488] New audit/audit_status commands: run a Project Auditor static-analysis scan and poll it, producing an issue CSV. Works via reflection so the package still runs without Project Auditor installed; reports unavailable with install guidance when analysis rules are missing.
    • [AUTHAPI-35] Report settling on /api/status and reject main-thread commands with 503 Server Busy while the Editor is still importing/compiling after a cold start. Background commands (recompile_status, package_status, console, editor_status) stay servable throughout.

    Changed

    • [CLI-335] Raised the eval timeout cap from 30 seconds to 24 hours.
    • [CLI-335] The HTTP server now processes requests concurrently — /api/status and /api/progress answer immediately even during a long-running command. Command execution itself remains strictly serialized.
    • [CLI-335] Hardening: a command's own timeout (not a fixed 60s) governs /api/exec's wait; editor_status/test_status queue behind the exec gate; progress/job state is scoped per server instance; detached jobs are capped at 100 concurrent (further submissions get 429).

    Fixed

    • Fixed executedAt returning a zero-value instead of the actual execution time for eval/eval_file, hot-reload, and run_tests/test_status.
    • [UUM-148802] Fixed get_console_logs/clear_console/console losing console capture after exiting Play Mode by re-subscribing to Unity's log callback on every play-mode transition.
    • [UUM-148605] set_autotick's enabled/interval state now persists across domain reloads via SessionState. Added a persist flag (default true) to opt out.
    • [UUM-149016] Fixed InvalidOperationExceptions after repeated run_tests runs caused by a stale TestResultCollector still registered with Unity's TestRunnerApi.

    [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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