Runtime commands
Commands served by the Player / dev-build server. Many require a Development build with the runtime Pipeline enabled — see Runtime setup. Commands tagged runtime target a running Player: they are registered and listed everywhere, but they can only do something useful against a Player, and an Editor batch refuses them.
runtime status
Get comprehensive runtime application status.
No parameters.
Returns: RuntimeStatusResponse
Notes: MainThreadRequired = true, tagged runtime.
runtime quit
Gracefully quit the Unity application.
| Parameter | Required | Default | Description |
|---|---|---|---|
exitCode |
no | 0 |
Exit code for the application |
Returns: string
Notes: MainThreadRequired = true, tagged runtime.
runtime set_target_frame_rate
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, tagged runtime.
runtime set_time_scale
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, tagged runtime.
runtime 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, tagged runtime. Requires the Input System package (ENABLE_INPUT_SYSTEM); reports unavailable otherwise.
runtime 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, tagged runtime. Requires the Input System package (ENABLE_INPUT_SYSTEM); reports unavailable otherwise.
console write
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, tagged runtime.
console get
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 get when you want the entries themselves.
console clear
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 get sees dropped=true on its next poll
rather than silently skipping the window that was cleared.
script eval
Evaluate C# code dynamically using Roslyn compiler.
| Parameter | Required | Default | Description |
|---|---|---|---|
code |
yes | – |
C# code to evaluate |
timeout |
no | 30 |
Timeout in seconds |
Returns: EvalResponse
Notes: MainThreadRequired = true. Available on both editor and runtime.
script eval_file
Evaluate C# code read from a .cs file on disk. A convenience alternative to script 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 script eval.
| Parameter | Required | Default | Description |
|---|---|---|---|
file |
yes | – |
Path to a .cs file to evaluate |
timeout |
no | 30 |
Timeout in seconds |
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
script runcommand, which compiles a versioned project.csfile in memory and runs a named entry point instead of carrying code through the protocol.
script.methodreload reload
Compile and apply [MethodReload] edits from a source file.
| Parameter | Required | Default | Description |
|---|---|---|---|
filename |
yes | – |
Source file containing [MethodReload] methods (e.g. Assets/Scripts/Player.cs) |
timeout |
no | 60 |
Compilation timeout in seconds |
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: MethodReloadResponse
Notes: MainThreadRequired = true. See Reloading code.
script.methodreload reload_editor
Compile [MethodReload] 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).
| Parameter | Required | Default | Description |
|---|---|---|---|
filename |
yes | – |
Source file containing [MethodReload] methods (e.g. Assets/Scripts/Player.cs) |
timeout |
no | 60 |
Compilation timeout in seconds |
assemblyDir |
no | – |
Directory to also save the compiled IL to disk (optional, default is in-memory only) |
pdb |
no | false |
Emit a portable PDB mapped to the original source. Runtime errors already report source lines on this backend, so this only matters if you also want the .pdb on disk. |
Returns: MethodReloadResponse
Notes: MainThreadRequired = true. The public-members-only constraint of script.methodreload reload does not apply. See Editor interpreter.
script.methodreload reload_player
Compile a file's (or folder's) [MethodReload] 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 MethodReload are skipped.
| Parameter | Required | Default | Description |
|---|---|---|---|
filename |
yes | – |
Source .cs file or a folder containing [MethodReload] 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 Player interpreter.
script.methodreload status
Show current method reload registry status and statistics.
No parameters.
Returns: MethodReloadResponse
Notes: MainThreadRequired = true, tagged scripts/methodreload. Reachable on an Editor server too — it only reads registry statics.
script.methodreload generate_link_xml
Generate the method-reload link.xml at ProjectSettings/Packages/com.unity.pipeline/MethodReload.link.xml. Development builds pass it to the linker while Enable in Development & Profiled Builds is on, so method reloaded onto an IL2CPP device can call any member of a type the game already uses. Same as Generate link.xml in Project Settings → Pipeline → Runtime → Method Reload.
| Parameter | Required | Default | Description |
|---|---|---|---|
delete |
no | false |
Remove the generated file instead of (re)generating it. |
Returns: object with path, a one-line message, and stats (types kept per source: referenced engine/package types, the game's own types, the interpreter's host surface, [MethodReload] targets; file size). With delete=true: deleted (whether a file existed) and path.
Notes: MainThreadRequired = true. Reads the compiled player assemblies under Library/ScriptAssemblies, so run it after a successful compile. The file is a snapshot: run again after larger code changes. See Method reload on IL2CPP devices and managed stripping.
script.methodreload cleanup
Remove old method 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: MethodReloadResponse
Notes: MainThreadRequired = true, tagged scripts/methodreload. Reachable on an Editor server too, but excluded from job batch: it requests a domain reload, which would tear the batch down mid-run.
See Creating commands and Connectivity.