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    Pipeline Documentation

    com.unity.pipeline lets a client — CLI, CI, or an agent — drive a running Unity Editor (or a development Player) over a local HTTP API by executing registered commands.

    Guides

    Page What it covers
    Creating commands The command-authoring API: [CliCommand]/[CliArg], the handler + response pattern, and the MainThreadRequired / RuntimeOnly flags.
    Creating authoring commands Building content-authoring commands: the authoring root sandbox, ObjectRef in / AuthoringResult out, and undo grouping — with a worked example for a new content type.
    Safety & mutations Conventions shared by state-changing commands: the confirm/dry_run gate, Undo grouping via AuthoringUndoScope, and the path sandbox.
    Connectivity How servers bind localhost, the port ranges, the port/descriptor file, and the bearer-token auth workflow.
    Runtime connection & setup Running the server in a development Player via Project Settings → Pipeline → Runtime and the dev-build gating.
    Reloading code Updating [CodeReload] methods in a running game: the Assembly.Load and interpreter backends, supported changes, the watcher, and how the woven dispatch works.
    Tests architecture Writing command tests via PipelineClient (over HTTP) and via direct command calls.
    Analytics The three usage events the Editor server reports, what each field means, and what is deliberately not collected.

    Command reference

    Page Commands
    Asset & file commands Create / import / move / copy / rename / delete / find assets, import settings, folders, text files.
    Scene commands Create / open / save scenes, build-settings list, hierarchy, active scene.
    GameObject & component commands Create / find / transform / parent / tag / layer GameObjects; add / remove / read / set components.
    Prefab commands Create, instantiate, variant, apply / revert overrides, unpack, edit prefab contents.
    Script commands Create and attach scripts; get / set serialized fields; compile and run project entry points in memory (run_script).
    Animation commands Create AnimationClips (+ curves), AnimatorControllers (parameters / layers / states / transitions), and Timeline assets.
    Material & shader commands Read / set material shader properties and keywords; list and introspect shaders.
    Baking commands Bake / clear lighting, NavMesh, and occlusion culling (async — poll the matching *_bake_status).
    Navigation & selection commands Read / set the Editor selection; run Unity Search queries.
    Capture commands Screenshot the game / scene view and capture UI Toolkit visual elements.
    Build, compilation & test commands Build the Player, switch build target, read/write build settings, list targets/profiles, recompile scripts, and run tests (async — poll the matching *_status).
    Project settings commands Read / change Audio, Graphics, Input, Physics, Player, Quality, Tags & Layers, and Time settings (get_*/set_*, gated by confirm/dry_run).
    Package Manager commands List / search / add / remove / resolve UPM packages and poll operation status.
    Editor lifecycle & observability commands Play / stop / pause, focus, menus, screenshots, console logs, performance stats, authoring root.
    Runtime commands Player-side commands: status, quit, frame rate, time scale, log, console, eval, code reload.

    Command index

    Every available command, grouped by area. Each name links to its full reference (parameters + return type).

    Asset & file commands

    Command Description
    create_asset Create a ScriptableObject / Object asset at a path.
    import_asset Import an external file into the project.
    move_asset Move / rename an asset (keeps its GUID).
    copy_asset Copy an asset (fresh GUID).
    rename_asset Rename an asset in place.
    delete_asset Delete an asset (needs confirm).
    find_assets Find assets by type / name / label.
    set_import_settings Set an asset's importer settings and re-import.
    get_import_settings Read an asset's importer settings.
    create_folder Create a folder under the authoring root.
    read_text_file Read a UTF-8 text file.
    write_text_file Write a UTF-8 text file, then import it.

    Scene commands

    Command Description
    create_scene Create and save a new scene.
    open_scene Open an existing scene.
    save_scene Save an open scene.
    save_all Save all dirty open scenes.
    list_open_scenes List open scenes and their state.
    set_active_scene Set which open scene is active.
    get_scene_hierarchy Return a scene's GameObject tree.
    add_scene_to_build Add a scene to Build Settings.
    remove_scene_from_build Remove a scene from Build Settings.

    GameObject & component commands

    Command Description
    create_gameobject Create a GameObject or primitive.
    create_gameobjects Batch-create GameObjects / primitives.
    find_gameobjects Find GameObjects by name / tag / component / path.
    set_transform Set local position / rotation / scale.
    set_parent Reparent a GameObject (or detach to root).
    set_active Set a GameObject's active state.
    set_tag Set a GameObject's tag.
    set_layer Set a GameObject's layer.
    rename_gameobject Rename a GameObject.
    delete_gameobject Delete a GameObject (undoable).
    add_component Add a component by type name.
    remove_component Remove a component.
    get_component_properties Read a component's serialized properties.
    set_component_properties Set a component's serialized properties.

    Prefab commands

    Command Description
    create_prefab Save a GameObject as a prefab.
    instantiate_prefab Instantiate a prefab into a scene.
    create_prefab_variant Create a prefab variant.
    apply_prefab_overrides Apply instance overrides to the source.
    revert_prefab_overrides Revert instance overrides.
    unpack_prefab Unpack a prefab instance.
    save_prefab_contents Edit a prefab in an isolated stage and save.

    Script commands

    Command Description
    create_script Create a C# script from a template.
    attach_script Attach a MonoBehaviour by type / asset.
    set_serialized_field Set a serialized field on a component / asset.
    get_serialized_fields Read serialized fields.
    run_script Compile a project .cs file in memory (no domain reload) and run a named static entry point — the builder-pattern path for bulk construction.

    Animation commands

    Command Description
    create_animation_clip Create an empty .anim AnimationClip.
    set_animation_curve Add / replace a float curve on a clip.
    get_animation_clip Read a clip's curves and metadata.
    remove_animation_curve Remove a curve binding (needs confirm).
    create_animator_controller Create an .controller AnimatorController.
    add_animator_parameter Add a parameter to a controller.
    add_animator_layer Add a layer to a controller.
    add_animator_state Add a state to a layer.
    add_animator_transition Add a transition between states.
    get_animator_controller Read a controller's full structure.
    create_timeline Create a .playable Timeline asset.
    add_timeline_track Add a track to a Timeline.
    add_timeline_clip Add a clip to a Timeline track.
    get_timeline Read a Timeline's structure.

    Material & shader commands

    Command Description
    get_material_properties Read a material's shader and properties.
    set_material_properties Set material shader properties / keywords.
    list_shaders Discover available shaders.
    get_shader_properties Introspect a shader's property list.

    Baking commands

    Command Description
    bake_lighting Async lightmap bake (poll lighting_bake_status).
    lighting_bake_status Status of the last lighting bake.
    cancel_lighting_bake Cancel an in-progress lighting bake.
    clear_baked_lighting Clear baked lightmaps (needs confirm).
    get_lighting_settings Read the active LightingSettings.
    set_lighting_settings Apply a subset of lighting settings.
    bake_navmesh Async legacy NavMesh bake (poll navmesh_bake_status).
    navmesh_bake_status Status of the last NavMesh bake.
    cancel_navmesh_bake Cancel an in-progress NavMesh bake.
    clear_navmesh Clear the baked NavMesh (needs confirm).
    get_navmesh_settings Read legacy NavMesh bake settings.
    set_navmesh_settings Apply a subset of NavMesh settings.
    bake_navmesh_surfaces Bake NavMeshSurface components (AI Navigation).
    bake_occlusion_culling Async occlusion bake (poll occlusion_bake_status).
    occlusion_bake_status Status of the last occlusion bake.
    cancel_occlusion_bake Cancel an in-progress occlusion bake.
    clear_occlusion_culling Clear baked occlusion data (needs confirm).

    Navigation & selection commands

    Command Description
    get_selection Read the current Editor selection.
    set_selection Set the Editor selection.
    search Run a Unity Search query.

    Capture commands

    Command Description
    capture_game_view Render a camera to a PNG (base64).
    capture_scene_view Render the Scene View to a PNG (base64).
    capture_editor_element Capture a UI Toolkit element from an EditorWindow (6000.7+).
    capture_runtime_element Capture a UI Toolkit element from a runtime panel (6000.7+).

    Build, compilation & test commands

    Command Description
    build Async Player build (poll build_status).
    build_status Status / report of the current build.
    switch_build_target Switch the active build target (needs confirm).
    switch_build_target_status Status of the last target switch.
    list_build_targets List known build targets.
    get_build_settings Read build configuration.
    set_build_settings Set build configuration fields.
    list_build_profiles List Build Profile assets (Unity 6).
    recompile Force a script recompile (poll recompile_status).
    recompile_status Status of the last recompile.
    list_tests List available tests without running.
    run_tests Run Unity tests with filters.
    test_status Status of async test execution.
    cancel_tests Cancel running tests.

    Project settings commands

    Command Description
    get_audio_settings Read Audio settings.
    set_audio_settings Change Audio settings (needs confirm).
    get_graphics_settings Read Graphics settings.
    set_graphics_settings Set the default render pipeline (needs confirm).
    get_input_settings Read legacy Input Manager axes.
    set_input_settings Tune a legacy input axis (needs confirm).
    get_physics_settings Read Physics settings.
    set_physics_settings Change Physics settings (needs confirm).
    get_player_settings Read PlayerSettings.
    set_player_settings Change PlayerSettings (needs confirm).
    get_quality_settings Read QualitySettings.
    set_quality_settings Change QualitySettings (needs confirm).
    get_tags_layers Read tags and layers.
    set_tags_layers Add / remove tags, name layers (needs confirm).
    get_time_settings Read Time settings.
    set_time_settings Change Time settings (needs confirm).

    Package Manager commands

    Command Description
    package_list List packages by scope.
    package_search Search the registry.
    package_add Add a UPM package (needs confirm).
    package_remove Remove a UPM package (needs confirm).
    package_resolve Resolve / refresh packages.
    package_status Status of the last package operation.

    Editor lifecycle & observability commands

    Command Description
    editor_play Enter play mode.
    editor_stop Exit play mode.
    editor_pause Toggle play mode pause.
    editor_status Detailed Editor status.
    editor_focus Bring the Editor to the foreground.
    menu Execute (or list) Editor menu items.
    screenshot Capture Scene / Game view to a PNG file.
    set_autotick Keep the editor ticking while unfocused.
    get_performance_stats Read render / memory / frame stats.
    audit Run a Project Auditor scan, producing a CSV of issues.
    audit_status Poll the audit scan; returns the CSV path + issue count.
    report_evals Ranked report of local eval-usage telemetry + command-coverage suggestions.
    get_authoring_root Get the authoring-root folder.
    set_authoring_root Set the authoring-root folder.

    Runtime commands

    Command Description
    runtime_status Runtime application status.
    quit Quit the application.
    set_target_framerate Set the target frame rate.
    set_timescale Set the time scale.
    simulate_key Simulate a keyboard event (Input System).
    simulate_pointer Simulate a pointer event (Input System).
    log Write a message to the Unity console.
    console Read captured console output.
    console_status Console counters and compile-failure flag, without the entries.
    clear_console Clear the console / log buffer.
    eval Evaluate C# via Roslyn.
    eval_file Evaluate C# from a .cs file.
    reload_file Apply [CodeReload] edits from a file.
    reload_file_editor_interpreter Same, on the IlInterpreter backend (IL2CPP-safe).
    reload_file_player_interpreter Compile in the Editor and push [CodeReload] edits to connected players (IL2CPP-safe).
    codereload_status Code reload registry status.
    cleanup_codereload Clear old code reload DLLs / registry.
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