Runtime commands
Commands served by the Player / dev-build server. Many require a Development build with the runtime Pipeline enabled — see Runtime setup. Commands marked RuntimeOnly are only registered in a player build.
runtime_status
Get comprehensive runtime application status.
No parameters.
Returns: RuntimeStatusResponse
Notes: MainThreadRequired = true, RuntimeOnly.
quit
Gracefully quit the Unity application.
| Parameter | Required | Default | Description |
|---|---|---|---|
exitCode |
no | 0 |
Exit code for the application |
Returns: string
Notes: MainThreadRequired = true, RuntimeOnly.
set_target_framerate
Set the target frame rate for the application.
| Parameter | Required | Default | Description |
|---|---|---|---|
frameRate |
yes | – |
Target frame rate (-1 for platform default, 0 for unlimited) |
Returns: string
Notes: MainThreadRequired = true, RuntimeOnly.
set_timescale
Set the time scale for the application.
| Parameter | Required | Default | Description |
|---|---|---|---|
scale |
yes | – |
Time scale multiplier (0.0 to pause, 1.0 for normal speed) |
Returns: string
Notes: MainThreadRequired = true, RuntimeOnly.
simulate_key
Simulate a keyboard key event (Input System). Drives the running app.
| Parameter | Required | Default | Description |
|---|---|---|---|
key |
yes | – |
Input System Key name, e.g. Space, W, Enter, LeftArrow. |
action |
no | press |
down | up | press (down+up). |
Returns: InputSimulationResponse
Notes: MainThreadRequired = true, RuntimeOnly. Requires the Input System package (ENABLE_INPUT_SYSTEM); reports unavailable otherwise.
simulate_pointer
Simulate a mouse/pointer event at screen coordinates (Input System).
| Parameter | Required | Default | Description |
|---|---|---|---|
x |
yes | – |
Screen X in pixels (origin bottom-left). |
y |
yes | – |
Screen Y in pixels (origin bottom-left). |
action |
no | click |
move | down | up | click (down+up). |
button |
no | left |
left | right | middle. |
Returns: InputSimulationResponse
Notes: MainThreadRequired = true, RuntimeOnly. Requires the Input System package (ENABLE_INPUT_SYSTEM); reports unavailable otherwise.
log
Write a message to Unity console.
| Parameter | Required | Default | Description |
|---|---|---|---|
message |
yes | – |
Message to log to console |
level |
no | info |
Log level: info, warning, error |
Returns: string
Notes: MainThreadRequired = true, RuntimeOnly.
console
Get captured Unity console output (Editor or Player; supports tail, level filtering, and follow via a cursor).
| Parameter | Required | Default | Description | ||
|---|---|---|---|---|---|
tail |
no | 100 |
Maximum number of most-recent entries to return | ||
level |
no | log |
Minimum severity to include: log | warn | error |
since |
no | -1 |
Cursor: only return entries newer than this seq. Use the 'cursor' from a previous response to follow. | ||
since_session |
no | – |
Session the since cursor came from: pass the session from a previous response. A cursor from another session is refused and the tail returned with reset=true. |
Returns: ConsoleLogResponse
Notes: MainThreadRequired = false. Available in both the Editor and player builds.
A cursor is only meaningful paired with the session that issued it. Sequence numbers restart from
zero when the Editor restarts (the buffer is persisted under Temp/, which Unity deletes at every
launch), so a cursor from an earlier session names different entries. Always echo session back as
since_session; when the pair cannot be honored the response sets reset=true, returns the tail
instead of nothing, and gives you a fresh cursor/session to adopt.
Beyond the entries, the response carries:
counts— errors/warnings/logs the buffer currently retains, before the level filter andtail.groundTruth— what the Editor itself reports:compilationFailed,compiling, the Editor console's ownconsoleErrors/consoleWarnings/consoleLogs, whether the buffer has beenseededfrom the console's store, andageMsfor how stale the sample is. Null in a player.
groundTruth.consoleErrors exceeding counts.error means the Editor console is showing entries the
buffer does not hold. That is expected for output produced before the package was first imported;
otherwise it is the signal that something was missed.
console_status
Console ground truth and buffer counters without pulling entries: compile-failure flag, Editor console counts, and the buffer's retained counts and cursor.
No parameters.
Returns: ConsoleLogResponse with an empty entries array.
Notes: MainThreadRequired = false. Cheap enough to poll in a loop while a compile runs; use
console when you want the entries themselves.
clear_console
Clear the captured log buffer and the Unity Editor console.
No parameters.
Returns: object
Notes: Available in both the Editor and player builds; in a player only the captured buffer is
cleared, since there is no Editor console. Editor compile errors are logged as sticky entries, which
Unity's own clear skips, so they remain in the Console window until the next compile completes.
Clearing keeps the cursor, so a client following console sees dropped=true on its next poll
rather than silently skipping the window that was cleared.
eval
Evaluate C# code dynamically using Roslyn compiler.
| Parameter | Required | Default | Description |
|---|---|---|---|
code |
yes | – |
C# code to evaluate |
timeout |
no | 5000 |
Timeout in milliseconds |
Returns: EvalResponse
Notes: MainThreadRequired = true. Available on both editor and runtime.
eval_file
Evaluate C# code read from a .cs file on disk. A convenience alternative to eval for code
too long to pass inline — edit the file, then evaluate it. The resolved source is run through the
same evaluation path as eval.
| Parameter | Required | Default | Description |
|---|---|---|---|
file |
yes | – |
Path to a .cs file to evaluate |
timeout |
no | 5000 |
Timeout in milliseconds |
The file is read on the Unity side (relative paths resolve against the Unity process working
directory) and must end in .cs. A missing file, a non-.cs extension, or an empty file returns
a Bad Request.
Returns: EvalResponse
Notes: MainThreadRequired = true. Available on both editor and runtime.
For anything beyond an ad-hoc one-liner — bulk construction, builder scripts — prefer the Editor-side
run_scriptcommand, which compiles a versioned project.csfile in memory and runs a named entry point instead of carrying code through the protocol.
reload_file
Compile and apply [CodeReload] edits from a source file.
| Parameter | Required | Default | Description |
|---|---|---|---|
filename |
yes | – |
Source file containing [CodeReload] methods (e.g. Assets/Scripts/Player.cs) |
timeout |
no | 30000 |
Compilation timeout in milliseconds |
assemblyDir |
no | – |
Directory to save compiled assemblies to disk (optional, default is in-memory only) |
pdb |
no | false |
Emit debug symbols (portable PDB) mapped to the original source so breakpoints bind in your editor. Compiles unoptimized. |
Returns: CodeReloadResponse
Notes: MainThreadRequired = true. See Reloading code.
reload_file_editor_interpreter
Compile [CodeReload] edits and run them through the IlInterpreter VM in this process instead of Assembly.Load (IL2CPP-safe; only a minimal host API + the target type are available).
Same parameters as reload_file.
Returns: CodeReloadResponse
Notes: MainThreadRequired = true. See Reloading code.
reload_file_player_interpreter
Compile a file's (or folder's) [CodeReload] methods in the Editor and push the IL to connected development players over PlayerConnection (IL2CPP-safe). Folders are walked recursively; files that do not mention CodeReload are skipped.
| Parameter | Required | Default | Description |
|---|---|---|---|
filename |
yes | – |
Source .cs file or a folder containing [CodeReload] methods (e.g. Assets/pong.cs or Assets/Scripts) |
player |
no | -1 |
Target connected player id; -1 broadcasts to all connected players |
Returns: { success, message, diagnostics } for a file; { success, message, pushed, failed } for a folder.
Notes: MainThreadRequired = true. Served by the Editor server (it needs Roslyn and PlayerConnection), not the player; the player only needs the runtime Pipeline driver, not its HTTP server. See Reloading code.
codereload_status
Show current code reload registry status and statistics.
No parameters.
Returns: CodeReloadResponse
Notes: MainThreadRequired = true, RuntimeOnly.
cleanup_codereload
Remove old code reload DLL versions and clear registry.
| Parameter | Required | Default | Description |
|---|---|---|---|
assemblyDir |
yes | – |
Directory containing assemblies to cleanup |
force_domain_reload |
no | true |
Force Unity domain reload after cleanup |
Returns: CodeReloadResponse
Notes: MainThreadRequired = true, RuntimeOnly.
See Creating commands and Connectivity.