nccgs 2.1.1 → 3.0.0-rc.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +76 -235
- package/LICENSE +1 -1
- package/README.md +87 -206
- package/THIRD_PARTY_NOTICES.md +6 -34
- package/bin/nccgs.mjs +96 -0
- package/cli/doctor.mjs +82 -0
- package/cli/feedback.mjs +13 -0
- package/cli/install.mjs +111 -0
- package/cli/release.mjs +59 -0
- package/cli/run.mjs +35 -0
- package/cli/spawn.mjs +20 -0
- package/cli/uninstall.mjs +43 -0
- package/cli/update-check.mjs +66 -0
- package/docs/EVIDENCE-VERIFICATION.md +22 -0
- package/package.json +23 -30
- package/runtime/core/diag.mjs +43 -0
- package/runtime/core/feedback-policy.mjs +54 -0
- package/runtime/core/fs.mjs +80 -0
- package/runtime/core/job-object.mjs +73 -0
- package/runtime/core/modes.mjs +87 -0
- package/runtime/core/process-tree.mjs +109 -0
- package/runtime/core/project.mjs +113 -0
- package/runtime/core/snapshot.mjs +114 -0
- package/runtime/hooks/common.mjs +22 -0
- package/runtime/hooks/done-guard.mjs +15 -0
- package/runtime/hooks/guard-mcp.mjs +8 -0
- package/runtime/hooks/guard-shell.mjs +16 -0
- package/runtime/hooks/guard-write.mjs +25 -0
- package/runtime/hooks/session-log.mjs +7 -0
- package/runtime/hooks/session-start.mjs +40 -0
- package/runtime/hooks/unity-transport.mjs +12 -0
- package/runtime/modes.json +39 -0
- package/runtime/task/cost.mjs +103 -0
- package/runtime/task/criteria.mjs +128 -0
- package/runtime/task/feedback.mjs +136 -0
- package/runtime/task/ledger.mjs +109 -0
- package/runtime/task/plan.mjs +69 -0
- package/runtime/task/project.mjs +79 -0
- package/runtime/task/report.mjs +252 -0
- package/runtime/task/task.mjs +238 -0
- package/runtime/unity/assets.mjs +51 -0
- package/runtime/unity/playtest.mjs +145 -0
- package/runtime/unity/unity.mjs +350 -0
- package/scripts/check-job-object.mjs +18 -0
- package/scripts/sync-unity-skills.mjs +35 -119
- package/template/CLAUDE.md +39 -0
- package/template/agents/fast-fix.md +9 -0
- package/template/agents/implementer.md +19 -0
- package/template/agents/playtester.md +15 -0
- package/template/agents/reviewer.md +19 -0
- package/template/agents/scout.md +9 -0
- package/template/ponytail/README.md +8 -0
- package/{.claude/nccgs/packages → template}/ponytail/engineering.md +10 -0
- package/template/protocols/evidence.md +52 -0
- package/template/protocols/playtest.md +45 -0
- package/template/protocols/review.md +34 -0
- package/template/protocols/unity-cli-notes.md +56 -0
- package/template/settings.fragment.json +33 -0
- package/template/skills/art-bible/SKILL.md +19 -0
- package/template/skills/asset-spec/SKILL.md +19 -0
- package/template/skills/brainstorm/SKILL.md +17 -0
- package/template/skills/feedback/SKILL.md +16 -0
- package/template/skills/map-systems/SKILL.md +25 -0
- package/template/skills/playtest/SKILL.md +17 -0
- package/template/skills/status/SKILL.md +18 -0
- package/template/skills/test/SKILL.md +34 -0
- package/template/skills/unity-foundation/SKILL.md +17 -0
- package/template/skills/vertical-slice/SKILL.md +17 -0
- package/template/skills/work/SKILL.md +65 -0
- package/tools/feedback-worker/README.md +12 -0
- package/tools/feedback-worker/worker.js +39 -0
- package/tools/feedback-worker/wrangler.toml +12 -0
- package/unity-skills/2d-pixel-perfect/SKILL.md +208 -0
- package/unity-skills/2d-pixel-perfect/references/api-reference.md +81 -0
- package/unity-skills/2d-pixel-perfect/references/camera-setup-builtin.cs +40 -0
- package/unity-skills/2d-pixel-perfect/references/camera-setup-urp.cs +49 -0
- package/unity-skills/2d-pixel-perfect/references/pipeline-detection.cs +50 -0
- package/unity-skills/2d-pixel-perfect/references/sprite-settings.cs +37 -0
- package/unity-skills/asset-transformer-toolkit/SECURITY.md +15 -0
- package/unity-skills/asset-transformer-toolkit/SKILL.md +39 -0
- package/unity-skills/asset-transformer-toolkit/references/create-importer.md +121 -0
- package/unity-skills/asset-transformer-toolkit/references/lods.md +61 -0
- package/unity-skills/asset-transformer-toolkit/references/rule-api.md +154 -0
- package/unity-skills/asset-transformer-toolkit/references/ruleblock-api.md +37 -0
- package/unity-skills/asset-transformer-toolkit/references/ruleset-api.md +138 -0
- package/unity-skills/asset-transformer-toolkit/references/rulesets-and-actions.md +227 -0
- package/unity-skills/audio-setup-mixers/SECURITY.md +16 -0
- package/unity-skills/audio-setup-mixers/SKILL.md +127 -0
- package/unity-skills/audio-setup-mixers/references/api.md +162 -0
- package/unity-skills/build-gtk/SKILL.md +242 -0
- package/unity-skills/build-gtk/references/graph-api.md +324 -0
- package/unity-skills/build-gtk/references/pitfalls.md +86 -0
- package/unity-skills/build-gtk/references/runtime-and-visualization.md +196 -0
- package/unity-skills/build-gtk/references/state-machine-api.md +286 -0
- package/unity-skills/build-live-game/SKILL.md +255 -0
- package/{.claude/skills → unity-skills}/build-live-game/references/achievements.md +132 -154
- package/{.claude/skills → unity-skills}/build-live-game/references/apis.md +10 -19
- package/{.claude/skills → unity-skills}/build-live-game/references/authentication.md +14 -20
- package/{.claude/skills → unity-skills}/build-live-game/references/battlepass.md +269 -225
- package/unity-skills/build-live-game/references/blueprints-and-samples.md +75 -0
- package/unity-skills/build-live-game/references/cloud-code-cloudbehaviours.md +1111 -0
- package/unity-skills/build-live-game/references/cloud-code-modules.md +1276 -0
- package/unity-skills/build-live-game/references/cloud-code.md +58 -0
- package/{.claude/skills → unity-skills}/build-live-game/references/cloud-save.md +15 -25
- package/{.claude/skills → unity-skills}/build-live-game/references/deployment.md +33 -18
- package/{.claude/skills → unity-skills}/build-live-game/references/player-account.md +31 -23
- package/{.claude/skills → unity-skills}/build-live-game/references/tooling.md +0 -56
- package/unity-skills/build-live-game/references/ugs-cli.md +86 -0
- package/unity-skills/craft-game-floors/SECURITY.md +23 -0
- package/unity-skills/craft-game-floors/SKILL.md +134 -0
- package/unity-skills/craft-game-floors/references/art-direction.md +85 -0
- package/unity-skills/craft-game-floors/references/camera-rigs.md +51 -0
- package/unity-skills/craft-game-floors/references/character-motion.md +35 -0
- package/unity-skills/craft-game-floors/references/game-audio.md +47 -0
- package/unity-skills/craft-game-floors/references/game-feel.md +68 -0
- package/unity-skills/craft-game-floors/references/game-shell.md +45 -0
- package/unity-skills/craft-game-floors/references/live-floor.md +35 -0
- package/unity-skills/craft-game-floors/references/placeholder-assets.md +35 -0
- package/unity-skills/craft-game-floors/references/scene-lighting.md +52 -0
- package/unity-skills/craft-game-floors/references/toon-shading.md +34 -0
- package/unity-skills/craft-game-floors/references/vfx.md +40 -0
- package/unity-skills/craft-game-floors/references/visual-scorecard.md +43 -0
- package/unity-skills/create-2d-physics/SECURITY.md +16 -0
- package/unity-skills/create-2d-physics/SKILL.md +128 -0
- package/unity-skills/create-2d-physics/references/2d-physics-core.md +155 -0
- package/unity-skills/create-2d-physics/references/legacy-2d-physics.md +45 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/SKILL.md +12 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/references/hexagonalruletile.md +71 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/references/palette-create.md +38 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile-createempty.md +35 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile-createfromsegment.md +212 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/references/ruletile.md +90 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/scripts/CreatePaletteTemplate.cs +148 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/scripts/ManualWorkflowExample.cs +63 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/scripts/RuleTileGenerator.cs +61 -0
- package/unity-skills/create-tile-palette-or-rule-tiles/scripts/TilemapRuleTileCreateFromSegment.cs +225 -0
- package/unity-skills/generate-editor-search-query/SECURITY.md +17 -0
- package/unity-skills/generate-editor-search-query/SKILL.md +117 -0
- package/unity-skills/generate-editor-search-query/references/open-search-window.md +70 -0
- package/unity-skills/generate-editor-search-query/references/query-patterns.md +124 -0
- package/{.claude/skills → unity-skills}/implement-in-app-purchases/SKILL.md +1 -2
- package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/api-notes.md +25 -28
- package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-convert-native-google-billing.md +1 -1
- package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-implement-iap-d2c.md +40 -5
- package/{.claude/skills → unity-skills}/initialize-ai-navigation/SKILL.md +4 -4
- package/{.claude/skills → unity-skills}/initialize-ai-navigation/references/navigation-system.md +3 -3
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/CHANGELOG.md +12 -0
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/README.md +9 -5
- package/unity-skills/levelplay-unity-integration/SKILL.md +442 -0
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/banner-api.md +15 -8
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/best-practices.md +604 -536
- package/unity-skills/levelplay-unity-integration/references/dependency-resolution.md +94 -0
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/ilrd-api.md +2 -2
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/initialization-api.md +221 -0
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/interstitial-api.md +11 -3
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/ios-setup.md +6 -34
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/migration-sdk-9.md +1 -1
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/privacy-settings.md +14 -29
- package/{.claude/skills → unity-skills}/levelplay-unity-integration/references/rewarded-api.md +20 -4
- package/unity-skills/levelplay-unity-integration/references/testing-and-validation.md +222 -0
- package/unity-skills/levelplay-unity-integration/references/troubleshooting.md +99 -0
- package/unity-skills/localization/SKILL.md +347 -0
- package/{.claude/skills → unity-skills}/localization/references/api-notes.md +4 -0
- package/unity-skills/localization/resources/L10nBatchProcessor.cs +191 -0
- package/unity-skills/manage-sprite-atlas/SKILL.md +351 -0
- package/unity-skills/manage-sprite-atlas/references/addressables-delivery.md +58 -0
- package/unity-skills/manage-sprite-atlas/references/api.md +382 -0
- package/unity-skills/manage-sprite-atlas/references/best-practices.md +183 -0
- package/unity-skills/manage-sprite-atlas/references/common-errors.md +123 -0
- package/unity-skills/manage-sprite-atlas/references/custom-packing.md +147 -0
- package/unity-skills/manage-sprite-atlas/references/manual-authoring.md +39 -0
- package/unity-skills/manage-sprite-atlas/resources/authoringvsruntime.cs +176 -0
- package/unity-skills/manage-sprite-atlas/resources/buildaddressablespostprocess.cs +59 -0
- package/unity-skills/manage-sprite-atlas/resources/cacheloadedatlases.cs +145 -0
- package/unity-skills/manage-sprite-atlas/resources/cleanupbatchoperations.cs +119 -0
- package/unity-skills/manage-sprite-atlas/resources/createandconfiguremasteratlas.cs +57 -0
- package/unity-skills/manage-sprite-atlas/resources/custompackersetup.cs +88 -0
- package/unity-skills/manage-sprite-atlas/resources/deprecatedmethods.cs +142 -0
- package/unity-skills/manage-sprite-atlas/resources/dontmodifywithoutsaving.cs +120 -0
- package/unity-skills/manage-sprite-atlas/resources/dontpackinruntimebuilds.cs +190 -0
- package/unity-skills/manage-sprite-atlas/resources/dontscriptspriteatlasineditor.cs +114 -0
- package/unity-skills/manage-sprite-atlas/resources/editorconfiguration.cs +95 -0
- package/unity-skills/manage-sprite-atlas/resources/enablespritepacking.cs +172 -0
- package/unity-skills/manage-sprite-atlas/resources/gridspritepacker.cs +50 -0
- package/unity-skills/manage-sprite-atlas/resources/handlelatebinding.cs +147 -0
- package/unity-skills/manage-sprite-atlas/resources/handlenullcases.cs +141 -0
- package/unity-skills/manage-sprite-atlas/resources/migratev1tov2.cs +335 -0
- package/unity-skills/manage-sprite-atlas/resources/multipagepacker.cs +80 -0
- package/unity-skills/manage-sprite-atlas/resources/optimizetexturesettings.cs +191 -0
- package/unity-skills/manage-sprite-atlas/resources/packerdebugging.cs +158 -0
- package/unity-skills/manage-sprite-atlas/resources/packtransform.cs +51 -0
- package/unity-skills/manage-sprite-atlas/resources/platformnames.cs +127 -0
- package/unity-skills/manage-sprite-atlas/resources/queryspritesefficiently.cs +222 -0
- package/unity-skills/manage-sprite-atlas/resources/registercallbacks.cs +152 -0
- package/unity-skills/manage-sprite-atlas/resources/runtimeatlasloader.cs +15 -0
- package/unity-skills/manage-sprite-atlas/resources/runtimespriteaccess.cs +19 -0
- package/unity-skills/manage-sprite-atlas/resources/savespriteatlasasset.cs +107 -0
- package/unity-skills/manage-sprite-atlas/resources/scriptablepacker.cs +81 -0
- package/unity-skills/manage-sprite-atlas/resources/setincludeinbuild.cs +164 -0
- package/unity-skills/manage-sprite-atlas/resources/sizeoptimizedpacker.cs +88 -0
- package/unity-skills/manage-sprite-atlas/resources/spriteatlaslatebinding.cs +123 -0
- package/unity-skills/manage-sprite-atlas/resources/spriteatlasprebuildgenerator.cs +219 -0
- package/unity-skills/manage-sprite-atlas/resources/spritedata.cs +35 -0
- package/unity-skills/manage-sprite-atlas/resources/spritepack.cs +39 -0
- package/unity-skills/manage-sprite-atlas/resources/texturedata.cs +15 -0
- package/unity-skills/manage-sprite-atlas/resources/updatebuildscripts.cs +357 -0
- package/unity-skills/manage-sprite-atlas/resources/updatesettingsconfiguration.cs +135 -0
- package/unity-skills/manage-sprite-atlas/resources/usevariantswisely.cs +179 -0
- package/unity-skills/manage-sprite-atlas/resources/variantatlas.cs +39 -0
- package/unity-skills/manifest.json +1155 -0
- package/unity-skills/migrate-birp-to-urp/SECURITY.md +16 -0
- package/unity-skills/migrate-birp-to-urp/SKILL.md +543 -0
- package/unity-skills/migrate-birp-to-urp/references/capturing-the-editor.md +66 -0
- package/unity-skills/migrate-birp-to-urp/references/complex-shader-situations.md +272 -0
- package/unity-skills/migrate-birp-to-urp/references/custom-shader-triage.md +123 -0
- package/unity-skills/migrate-birp-to-urp/references/implementation-patterns.md +529 -0
- package/unity-skills/migrate-birp-to-urp/references/migration-workflow.md +265 -0
- package/unity-skills/migrate-birp-to-urp/references/quality-settings-map.md +69 -0
- package/unity-skills/new-unity-project/SECURITY.md +26 -0
- package/unity-skills/new-unity-project/SKILL.md +386 -0
- package/unity-skills/new-unity-project/references/skill-setup.md +66 -0
- package/unity-skills/optimize-audio/SECURITY.md +16 -0
- package/{.claude/skills → unity-skills}/optimize-audio/SKILL.md +17 -17
- package/{.claude/skills → unity-skills}/optimize-audio/resources/audio-import-api.md +8 -5
- package/{.claude/skills → unity-skills}/optimize-text-mesh-pro/SKILL.md +1 -11
- package/unity-skills/optimize-web/SECURITY.md +16 -0
- package/{.claude/skills → unity-skills}/optimize-web/SKILL.md +164 -27
- package/unity-skills/optimize-web/scripts/WebOptimizer.cs +46 -0
- package/unity-skills/optimize-web/scripts/toktx-examples.sh +11 -0
- package/{.claude/skills → unity-skills}/physics-3d-collision/SKILL.md +2 -2
- package/unity-skills/physics-3d-collision/references/troubleshooting.md +8 -0
- package/unity-skills/project-auditor-fixes/SKILL.md +64 -0
- package/{.claude/skills → unity-skills}/setup-multiplayer-services/SKILL.md +1 -4
- package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/SKILL.md +1 -1
- package/{.claude/skills → unity-skills}/shader-graph-create-custom-node/SKILL.md +1 -1
- package/unity-skills/sprite-editor/SECURITY.md +16 -0
- package/{.claude/skills → unity-skills}/sprite-editor/SKILL.md +9 -9
- package/{.claude/skills → unity-skills}/sprite-editor/references/templates.md +1 -1
- package/unity-skills/sprite-segment-3x3grid/SKILL.md +136 -0
- package/unity-skills/sprite-segment-3x3grid/scripts/SpriteGridAnalysis.cs +119 -0
- package/{.claude/skills → unity-skills}/ui/SKILL.md +1 -1
- package/{.claude/skills → unity-skills}/ui-imgui/SKILL.md +1 -7
- package/{.claude/skills → unity-skills}/ui-ugui/SKILL.md +3 -9
- package/{.claude/skills → unity-skills}/ui-uitk/SKILL.md +8 -14
- package/{.claude/skills → unity-skills}/ui-uitk/references/custom-elements.md +1 -1
- package/unity-skills/unity-cli/CHANGELOG.md +515 -0
- package/unity-skills/unity-cli/SECURITY.md +68 -0
- package/unity-skills/unity-cli/SKILL.md +723 -0
- package/unity-skills/unity-cli/references/auth-license-cloud.md +318 -0
- package/unity-skills/unity-cli/references/build-run-test.md +555 -0
- package/unity-skills/unity-cli/references/cloud-automation.md +736 -0
- package/{.claude/skills → unity-skills}/unity-cli/references/collaboration.md +166 -105
- package/unity-skills/unity-cli/references/config-hub.md +239 -0
- package/unity-skills/unity-cli/references/diagnostics-maintenance.md +720 -0
- package/unity-skills/unity-cli/references/docs-workflow.md +179 -0
- package/unity-skills/unity-cli/references/editors-install.md +476 -0
- package/unity-skills/unity-cli/references/integration-advanced.md +1130 -0
- package/unity-skills/unity-cli/references/playmode-verification-loop.md +279 -0
- package/unity-skills/unity-cli/references/projects-templates.md +996 -0
- package/unity-skills/unity-cli/references/version-control.md +612 -0
- package/{.claude/skills → unity-skills}/unity-package-management/SKILL.md +60 -12
- package/{.claude/skills → unity-skills}/unity-package-management/references/select-packages.md +39 -21
- package/unity-skills/unity-pipeline/SECURITY.md +17 -0
- package/unity-skills/unity-pipeline/SKILL.md +335 -0
- package/unity-skills/urp-postprocessing/SECURITY.md +16 -0
- package/{.claude/skills → unity-skills}/urp-postprocessing/SKILL.md +12 -12
- package/{.claude/skills → unity-skills}/urp-postprocessing/references/code-templates.md +39 -8
- package/{.claude/skills → unity-skills}/validate-urp-render-graph-renderer-feature/SKILL.md +1 -1
- package/.claude/agents/nccgs-adversarial-reviewer.md +0 -43
- package/.claude/agents/nccgs-engine-programmer.md +0 -27
- package/.claude/agents/nccgs-fast-implementer.md +0 -30
- package/.claude/agents/nccgs-game-designer.md +0 -26
- package/.claude/agents/nccgs-gameplay-programmer.md +0 -26
- package/.claude/agents/nccgs-qa-engineer.md +0 -27
- package/.claude/agents/nccgs-task-scout.md +0 -24
- package/.claude/agents/nccgs-ui-programmer.md +0 -27
- package/.claude/agents/nccgs-unity-build-specialist.md +0 -27
- package/.claude/agents/nccgs-unity-implementer.md +0 -28
- package/.claude/agents/nccgs-unity-systems-specialist.md +0 -27
- package/.claude/agents/nccgs-unity-ui-specialist.md +0 -27
- package/.claude/agents/nccgs-verification-engineer.md +0 -27
- package/.claude/nccgs/MEMORY.md +0 -66
- package/.claude/nccgs/THIRD_PARTY_NOTICES.md +0 -29
- package/.claude/nccgs/VERSION +0 -1
- package/.claude/nccgs/agent-library/nccgs-accessibility-specialist.md +0 -25
- package/.claude/nccgs/agent-library/nccgs-adversarial-reviewer.md +0 -41
- package/.claude/nccgs/agent-library/nccgs-ai-programmer.md +0 -25
- package/.claude/nccgs/agent-library/nccgs-analytics-engineer.md +0 -25
- package/.claude/nccgs/agent-library/nccgs-art-direction-lead.md +0 -25
- package/.claude/nccgs/agent-library/nccgs-audio-direction-lead.md +0 -25
- package/.claude/nccgs/agent-library/nccgs-creative-director.md +0 -25
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- package/scripts/benchmark-snapshot.mjs +0 -205
- package/scripts/benchmark-v15.mjs +0 -173
- package/scripts/cli.mjs +0 -205
- package/scripts/doctor.mjs +0 -261
- package/scripts/install.mjs +0 -530
- package/scripts/recover-session.mjs +0 -89
- package/scripts/run.mjs +0 -86
- package/scripts/supervise.mjs +0 -152
- package/scripts/uninstall.mjs +0 -292
- package/scripts/validate.mjs +0 -285
- package/scripts/work-handoff.mjs +0 -38
- package/tests/autonomy.test.mjs +0 -126
- package/tests/benchmark-v15.test.mjs +0 -65
- package/tests/design-readiness.test.mjs +0 -200
- package/tests/editor-session-evidence.test.mjs +0 -45
- package/tests/evidence.test.mjs +0 -186
- package/tests/fixtures/compiler-shutdown.cs +0 -67
- package/tests/fixtures/native-provider.mjs +0 -61
- package/tests/framework.test.mjs +0 -740
- package/tests/gates.test.mjs +0 -479
- package/tests/hook-repair.test.mjs +0 -106
- package/tests/lifecycle-v15.test.mjs +0 -346
- package/tests/native-completion-notices.test.mjs +0 -181
- package/tests/orchestration-v15.test.mjs +0 -596
- package/tests/phase1.test.mjs +0 -427
- package/tests/phase2.test.mjs +0 -250
- package/tests/policy-v15.test.mjs +0 -234
- package/tests/ponytail-package.test.mjs +0 -75
- package/tests/returned-handoff-notices.test.mjs +0 -170
- package/tests/review-budget.test.mjs +0 -177
- package/tests/runtime-v15.test.mjs +0 -1198
- package/tests/session-budget.test.mjs +0 -34
- package/tests/task-slices.test.mjs +0 -285
- package/tests/uninstall.test.mjs +0 -477
- package/tests/unity-generated.test.mjs +0 -140
- package/tests/unity-transport.test.mjs +0 -348
- /package/{.claude/nccgs/packages → template}/ponytail/LICENSE +0 -0
- /package/{.claude/nccgs/packages → template}/ponytail/NOTICE.md +0 -0
- /package/{.claude/nccgs/packages → template}/ponytail/complexity-review.md +0 -0
- /package/{.claude/skills → unity-skills}/build-live-game/references/remote-config.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/README.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/codeless-catalog.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/convert-adapty.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/convert-essentialkit.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/convert-revenuecat.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/convert-unipay.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/migration-v4-to-v5.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-add-iap-to-new-project.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/path-convert-native-storekit.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/platform-notes.md +0 -0
- /package/{.claude/skills → unity-skills}/implement-in-app-purchases/references/pre-check.md +0 -0
- /package/{.claude/skills → unity-skills}/localization/resources/LocalizedFontAsset.cs +0 -0
- /package/{.claude/skills → unity-skills}/optimize-audio/resources/platform-settings.md +0 -0
- /package/{.claude/skills → unity-skills}/optimize-web/resources/WebOptimizer.cs +0 -0
- /package/{.claude/skills → unity-skills}/optimize-web/resources/toktx-examples.sh +0 -0
- /package/{.claude/skills → unity-skills}/physics-3d-collision/resources/CollisionDebugger.cs +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/dgs-entrypoint.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/entrypoints.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/examples.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/implementation-fit.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/underlying-services.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-multiplayer-services/references/workflows-prerequisites.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/.env.example +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/README.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/promptfooconfig.yaml +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/tests/init-and-login.yaml +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/tests/text-chat.yaml +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/evals/tests/voice-channels.yaml +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/references/events-and-participants.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/references/init-and-login.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/references/text-chat.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/references/troubleshooting.md +0 -0
- /package/{.claude/skills → unity-skills}/setup-vivox-voice-chat/references/voice-channels.md +0 -0
- /package/{.claude/skills → unity-skills}/shader-graph-create-custom-node/resources/all_hints.hlsl +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/references/api_reference.md +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/references/background.md +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/AutomaticSliceTexture.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/GenerateNewSpriteRects.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/GetTextureSourceImageSize.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/GetTextureToSlice.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/GridSliceTexture.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/IsometricSliceTexture.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/README.md +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/SetPivotExample.cs +0 -0
- /package/{.claude/skills → unity-skills}/sprite-editor/scripts/SpriteToPng.cs +0 -0
- /package/{.claude/skills → unity-skills}/ui-imgui/references/gui-elements.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-imgui/references/templates.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-ugui/references/scrollview-setup.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/common-issues.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/painter2d.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/pointermanipulator-guide.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/svg-icons.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/ui-runtime-binding.md +0 -0
- /package/{.claude/skills → unity-skills}/ui-uitk/references/uss-guide.md +0 -0
- /package/{.claude/skills → unity-skills}/urp-postprocessing/references/effect-reference.md +0 -0
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---
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name: unity-package-management
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description:
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description: Adds, removes, upgrades, and discovers Unity (UPM) packages from outside the Editor, with the Pipeline package commands first and a C# script as the fallback. Use for package installs, verifying package IDs and versions, or choosing which packages a game needs.
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allowed-tools:
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- Bash
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- Read
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- Write
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- Edit
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---
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# Unity Package Management (
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# Unity Package Management (Pipeline commands first, C# script as the fallback)
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Add, remove, upgrade, and discover UPM (Unity Package Manager) packages
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Add, remove, upgrade, and discover UPM (Unity Package Manager) packages with the `package`
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commands of the project's Pipeline package, run through `unity command`. Only when no Editor can
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answer those commands, fall back to `UnityEditor.PackageManager.Client` driven headless from a
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script (see [Fallback](#fallback-no-editor-to-ask-the-c-client-api)). Do **not** hand-edit
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`Packages/manifest.json`: the Package Manager resolves dependencies and compatible versions
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correctly, whereas manual edits routinely break resolution.
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This complements the **`unity-cli`** skill (editor install, project creation, build/test)
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This complements the **`unity-cli`** skill (editor install, project creation, build/test), which
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documents `unity command`, `unity status` and `unity pipeline install`.
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## Use the package commands first
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The Pipeline package registers a `package` command group: `add`, `remove`, `list`, `resolve`,
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`search` and `status`. They need a running Editor whose project has `com.unity.pipeline` (add it
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with `unity pipeline install`, then `unity open`, then wait with `unity status --until-ready`).
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Each command's parameters come from the Editor, so read them before the first call. Don't guess
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a parameter name.
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```bash
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unity status --until-ready --project-path "<project-path>"
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unity command package --project-path "<project-path>" # the package commands this Editor has
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unity command --query package --format json --project-path "<project-path>" # each command's parameter schema
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unity command package search --project-path "<project-path>" # then pass the parameters the schema lists
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unity command package add --project-path "<project-path>" # add one or more packages by id
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unity command package list --project-path "<project-path>" # confirm what is installed
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```
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Pass a command's parameters after its name, as the schema names them (`unity command <group>
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<command> --<parameter> <value>`). Add every package you need in one `package add` call when the
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schema accepts several ids. Pin a version the way the schema describes when a minimum is required
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(the `@<version>` id form belongs to the C# fallback below). Use `package status` or `package list` to verify, and
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`package remove` to drop a package. Treat a non-zero exit as a failure and read its message.
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If `unity command package` reports no such group, the project's Pipeline package predates it:
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run `unity pipeline upgrade`, or use the fallback below. The fallback starts its own Editor, so it
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can't run while this one has the project open: ask the user to save and close it first (see the
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fallback's first rule).
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## When to use
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- Add / remove / upgrade one or more packages in an existing or freshly-created project.
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- Set up a project's packages non-interactively in CI.
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- Set up a project's packages non-interactively in CI (fallback script when no Editor is running).
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- Verify a package id exists, or find its available versions, before depending on it.
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- Decide which packages a game actually needs — see
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[references/select-packages.md](references/select-packages.md).
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in [references/select-packages.md](references/select-packages.md). Produce a **deduplicated
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list of package ids** and read it back to the user before installing.
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## Fallback: no Editor to ask (the C# Client API)
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Use this section only when `package add` can't run: no Editor is open and you don't want one
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open, the project has no Pipeline package, or the command group is missing and an upgrade isn't
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wanted. It installs through `Client.AddAndRemove` from a script the Editor runs in batch mode.
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**The project must be closed first.** The script runs in a second, batch-mode Editor, and an Editor
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that already has the project open holds its lock, so the batch run fails before the script starts.
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`unity editors running --format json` lists every open Editor, with or without the Pipeline package
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(`unity status` lists only Pipeline projects, so an empty result there does not mean closed). Compare each
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`data.instances[].projectPath` with the target project. Also check whether `<project-path>/Temp/UnityLockfile`
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exists, and ask the user whether the project is open in an Editor. If an Editor has the project open, or you can't tell, ask the user to save their work and close it,
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and wait until they say it is closed. If the batch run still fails on a lock, treat the project as open and
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ask the user to close it; don't retry or remove the lock file. Never close or kill
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the user's Editor yourself: it may hold unsaved scenes or a Play Mode session. If the user wants to
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keep it open, don't run the fallback: tell them the install waits until the project is closed or the
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Pipeline package is upgraded (`unity pipeline upgrade`, then `package add`).
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## The `-quit` problem — why NOT `unity run` for installs
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`Client.Add` / `Client.AddAndRemove` are **asynchronous**: they return a `Request` that only
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## Run it headless (direct Editor invocation, no `-quit`)
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Resolve the Editor binary from the version, then run it in batch mode.
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Resolve the Editor binary from the version, then run it in batch mode. Run it only once no Editor
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has the project open (see the fallback's first rule). The script owns quitting via
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`EditorApplication.Exit`, so do **not** pass `-quit`:
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```bash
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VERSION="<version>" # e.g. 6000.0.47f1 (or an installed version)
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package/{.claude/skills → unity-skills}/unity-package-management/references/select-packages.md
RENAMED
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# Selecting packages
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Turn a game concept — genre, look, target platforms, monetization — into a concrete package
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list, then install it
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list, then install it with the `package add` command, or the skill's C# script as the fallback.
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**Principle:** install what the concept actually needs, not everything. A hyper-casual 2D
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prototype needs far less than a 3D multiplayer RPG. Prefer packages already provided by the
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chosen template (URP templates
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a
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chosen template (the URP templates `com.unity.template.urp-blank` / `universal-2d` already
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include the render pipeline, Input System, uGUI/TextMeshPro, etc.) — only add what's missing.
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Don't pin exact versions unless a minimum is required; an id without a version resolves
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the latest compatible release.
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The tables below are a starting point, not the whole registry. **Search the registry** to
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discover packages beyond this list, confirm an id exists, or check available versions before
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installing — see [Discovering and verifying packages](#discovering-and-verifying-packages).
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## Contents
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- Discovering and verifying packages
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- Foundation (almost every project)
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- Render pipeline (set by the template — do not add or swap it here)
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- By dimension & look
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- By genre (starting points, combine with the above)
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- By target platform
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- By monetization — install now, integrate via the dedicated skill
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## Discovering and verifying packages
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Two ways to search, depending on whether the Editor is involved:
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**In-Editor
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**In-Editor: `package search` (preferred).** Run `unity command package search` (parameters from `unity command --query package --format json`) against a running Editor. Without one, the fallback is the PackageManager Client API: `Client.SearchAll()` returns every
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package available in the project's configured registries (the Unity registry plus any scoped
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registries), each with all its versions and metadata — this is what the Package Manager
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window's search filters over. `Client.Search("<id>")` inspects a single package. Use the
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ready-to-run `PackageSearch` script
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skill's ready-to-run `PackageSearch` script to discover candidates and verify
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ids/versions before building the install list.
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**Terminal — query the npm-compatible registry directly** (no Editor needed) to confirm a
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| Need | Package | Notes |
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|---|---|---|
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| Modern input | `com.unity.inputsystem` | Preferred over the legacy Input Manager. |
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| Text / UI | `com.unity.ugui` | uGUI + TextMeshPro (bundled). UI Toolkit ships with the Editor. |
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| Text / UI | `com.unity.ugui` | uGUI + TextMeshPro (bundled). UI Toolkit ships with the Editor. Use one of these for HUDs and menus — never `OnGUI`. |
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| Camera framing | `com.unity.cinemachine` | Great for almost any 3D and many 2D games. |
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| Testing | `com.unity.test-framework` | Enables `unity test`; usually already present. |
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| Large/streamed assets | `com.unity.addressables` | Add when the game has many assets or needs content updates. |
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## Render pipeline (
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## Render pipeline (set by the template — do not add or swap it here)
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The pipeline is decided by the template chosen in the **`unity-cli`** bootstrap step (default:
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`com.unity.template.urp-blank` for 3D, `com.unity.template.universal-2d` for 2D — both URP).
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Installing `com.unity.render-pipelines.universal` into a Built-in template project does **not**
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switch pipelines: no URP asset gets assigned, and materials render pink. To change pipeline after
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creation use the **`migrate-birp-to-urp`** skill instead. The rows below are for reading a
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`manifest.json`, not for adding packages:
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| Choice | Package |
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| Choice | Package | Notes |
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|---|---|---|
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| **URP** (Universal) | `com.unity.render-pipelines.universal` | Default for
|
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| **HDRP** (High-Definition) | `com.unity.render-pipelines.high-definition` | High-fidelity PC/console only. Not for mobile/WebGL. |
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| **Built-in** | (none) |
|
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| **URP** (Universal) | `com.unity.render-pipelines.universal` | Default for all 2D/3D, mobile, and WebGL. Ships in the URP templates. |
|
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| **HDRP** (High-Definition) | `com.unity.render-pipelines.high-definition` | High-fidelity PC/console only; `com.unity.template.hdrp-blank`. Not for mobile/WebGL. |
|
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| **Built-in** | (none) | Legacy. Its templates are deprecated from Unity 6.5 and removed in 6.7; use only when the user explicitly asks. |
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## By dimension & look
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| Genre | Typical additions |
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|---|---|
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| Platformer / action |
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| Puzzle / match / card |
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| Top-down / twin-stick |
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| RPG / adventure |
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| Racing / physics |
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| Idle / hyper-casual |
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| Platformer / action | Input System, Cinemachine, 2D feature (if 2D), AI Navigation (if 3D) |
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| Puzzle / match / card | Input System, uGUI/TextMeshPro, 2D feature (if 2D), Timeline (juice) |
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| Top-down / twin-stick | Input System, Cinemachine, 2D feature (if 2D), AI Navigation (if 3D) |
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| RPG / adventure | Input System, Cinemachine, AI Navigation, Addressables, Timeline |
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| Racing / physics | Input System, Cinemachine; Physics is built in |
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| Idle / hyper-casual | Input System, uGUI/TextMeshPro, 2D feature (if 2D) — keep it lean |
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| Multiplayer (any) | `com.unity.netcode.gameobjects` + Multiplayer Services → see **build-live-game** |
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## By target platform
|
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@@ -90,9 +108,9 @@ the **`unity-cli`** skill), not packages. Package-wise:
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| Platform | Consider |
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|---|---|
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| Mobile (iOS/Android) | Keep dependencies lean; URP
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| WebGL | URP (not HDRP); small footprint; avoid heavy packages |
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| Desktop / Console | URP
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| Mobile (iOS/Android) | Keep dependencies lean; a URP template, never HDRP; Addressables for download size; monetization below |
|
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+
| WebGL | A URP template (not HDRP); small footprint; avoid heavy packages |
|
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| Desktop / Console | URP template by default; `hdrp-blank` only for a high-fidelity target |
|
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## By monetization — install now, integrate via the dedicated skill
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@@ -0,0 +1,17 @@
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# Security notes: unity-pipeline
|
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+
|
|
3
|
+
This skill has the agent run C# inside a Unity Editor or development Player the user already has running, through `unity command script eval`, `script eval_file`, `script run` and `script.methodreload reload`. Automated skill scanners flag that as a powerful capability. It is intentional, and it is limited by the safeguards below.
|
|
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|
+
|
|
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## Accepted risks
|
|
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+
|
|
7
|
+
| Risk | Capability | Why it is accepted |
|
|
8
|
+
|---|---|---|
|
|
9
|
+
| `SEC_POWER_CAP` | Runs C# in the user's running Editor or development Player through `unity command script eval`, `script eval_file`, `script run` and `script.methodreload reload` | It only reaches an instance the user started, with the Pipeline package they installed, so it grants nothing they couldn't do in that Editor themselves. No code fetched from a remote source is run. The skill steers ad-hoc code into versioned project files run with `script run`, and keeps `script eval` for one-liners. |
|
|
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|
+
|
|
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|
+
## Mitigations
|
|
12
|
+
|
|
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|
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- **Only the user's own instances.** Commands go to an Editor or development Player the user is running with the Pipeline package installed. Runtime commands need a development build; release Players have no Pipeline server.
|
|
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|
+
- **No remote code.** The agent runs C# it writes for the user's task. Nothing downloaded from outside is executed.
|
|
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|
+
- **Code lives in reviewable files.** Bulk work goes into scripts on disk run with `script run`, so the user can read and version what ran. `script eval` is reserved for short one-liners.
|
|
16
|
+
- **Compile-only check.** `script run --dry_run true` reports diagnostics without loading or running anything.
|
|
17
|
+
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of running C#.
|
|
@@ -0,0 +1,335 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: unity-pipeline
|
|
3
|
+
description: Control a Unity Editor or Player via the unity-pipeline package. Compile, run tests, eval, method-reload code, enter Play Mode, capture screenshots.
|
|
4
|
+
---
|
|
5
|
+
|
|
6
|
+
# Unity Pipeline (agent control)
|
|
7
|
+
|
|
8
|
+
Invoke commands with `unity command <group> <name> [args]`. Run `unity command` with no
|
|
9
|
+
argument to list the command groups an instance exposes, and `unity command <group>` to list
|
|
10
|
+
the commands in one group. Two servers exist: **Editor** (`7800-7849`, auto-starts with
|
|
11
|
+
the editor) and **Runtime** (`7900-7949`, only in a dev Player build). `unity command --query <term>`
|
|
12
|
+
filters the listing by name, description or tag.
|
|
13
|
+
|
|
14
|
+
## Before you start
|
|
15
|
+
|
|
16
|
+
- Create a restore point you can roll back to if your changes fail, such as a commit or a stash of
|
|
17
|
+
the project's working tree.
|
|
18
|
+
- Read the project's Editor version from `ProjectSettings/ProjectVersion.txt` (`m_EditorVersion`),
|
|
19
|
+
because some commands and parameters below differ by Unity version. Use it to pick the matching
|
|
20
|
+
steps wherever this skill names a version.
|
|
21
|
+
- Do only what's asked. Don't change unrelated assets or files. Avoid long explanations.
|
|
22
|
+
- Before you go forward with a workflow or diagnosis, open and read the [Topic map](#topic-map)
|
|
23
|
+
page(s) that cover the commands you intend to run. Name the file(s) you read in your response. This
|
|
24
|
+
is because your training knowledge about Unity might be out of date, incorrect, or for the wrong
|
|
25
|
+
Unity version, and Pipeline command names and parameters change between package versions.
|
|
26
|
+
- When a change affects runtime behaviour, add `Debug.Log` lines that you will read back in Play Mode
|
|
27
|
+
to verify the behaviour (see [Final checks](#final-checks)).
|
|
28
|
+
|
|
29
|
+
## 1. Install & verify
|
|
30
|
+
|
|
31
|
+
```bash
|
|
32
|
+
unity pipeline install # install into current project (or --project-path)
|
|
33
|
+
unity pipeline list # confirm the editor instance + server are reachable
|
|
34
|
+
unity status --until-ready # wait until the editor server is ready
|
|
35
|
+
unity command editor status # confirm the editor server answers
|
|
36
|
+
```
|
|
37
|
+
|
|
38
|
+
An Editor that was already open picks up the package only on its next refresh, usually when its
|
|
39
|
+
window regains focus. Until then `unity status` reports `STATUS_PIPELINE_LOAD_PENDING`; if that
|
|
40
|
+
persists, ask the user to switch to the Unity Editor window, then re-run `unity status --until-ready`.
|
|
41
|
+
|
|
42
|
+
## 2. Autonomous edit loop (Editor)
|
|
43
|
+
|
|
44
|
+
This is the core agent workflow: keep the editor alive, change code, recompile, test.
|
|
45
|
+
|
|
46
|
+
```bash
|
|
47
|
+
# 1. Keep the editor ticking even when unfocused/minimized. REQUIRED before headless work —
|
|
48
|
+
# Unity otherwise throttles or stalls update/compile when it isn't the active app.
|
|
49
|
+
unity command editor set_auto_tick --enable true
|
|
50
|
+
|
|
51
|
+
# 2. Edit C# source files on disk normally.
|
|
52
|
+
|
|
53
|
+
# 3. Recompile (async: triggers a domain reload, then poll until done).
|
|
54
|
+
unity command script recompile
|
|
55
|
+
unity command script recompile_status # repeat until "completed" or "up_to_date"
|
|
56
|
+
# Tolerate connection errors while the domain reload is in flight — that is expected.
|
|
57
|
+
# If script recompile_status reports failed=true, read its "errors" array and fix before testing.
|
|
58
|
+
|
|
59
|
+
# 4. (Optional) List available tests without running them.
|
|
60
|
+
unity command test list --mode editor # mode: all | editor | playmode
|
|
61
|
+
|
|
62
|
+
# 5. Run tests (filter to keep it fast).
|
|
63
|
+
unity command test run --mode editor --filter MyFixture.MyTest
|
|
64
|
+
```
|
|
65
|
+
|
|
66
|
+
`test run` modes: `all` | `editor` | `playmode`. `filter_type`: `testName` | `assembly` |
|
|
67
|
+
`category`. For long runs use `--async_tests true` and poll `unity command test status`
|
|
68
|
+
(abort with `unity command test cancel`).
|
|
69
|
+
|
|
70
|
+
> **Known caveat:** when any selected test *fails*, `test run` may surface an opaque
|
|
71
|
+
> result instead of the failure details. Re-run a narrower `--filter`, or inspect the
|
|
72
|
+
> editor's Test Runner / logs to get the real failure.
|
|
73
|
+
|
|
74
|
+
**Reading exit codes.** They separate "rewrite the invocation" from "the Editor failed", which
|
|
75
|
+
is the distinction this loop depends on:
|
|
76
|
+
|
|
77
|
+
| Exit | Meaning | What to do |
|
|
78
|
+
|------|---------|------------|
|
|
79
|
+
| `2` | Bad arguments — a misspelled flag, a wrong type, too many positionals. Nothing ran. | Fix the command line and retry. The error names the problem and often suggests the right flag. |
|
|
80
|
+
| `6` | The command ran and failed, or no Editor could be reached. | Read the error. If it says no Pipeline instance was found, the Editor isn't reachable: wait with `unity status --until-ready` (or check `unity pipeline list` for Safe Mode), then retry. Otherwise retrying the same invocation will not help. |
|
|
81
|
+
|
|
82
|
+
Do not retry an exit 2 unchanged, and do not rewrite a command line on an exit 6.
|
|
83
|
+
|
|
84
|
+
## 3. Runtime method reload
|
|
85
|
+
|
|
86
|
+
Change gameplay code in a **running** game with no domain reload. The game must be live:
|
|
87
|
+
enter Editor Play Mode (`unity command editor.playmode start`) or run a dev Player. The runtime Pipeline driver (enabled via Project Settings > Pipeline > Runtime) auto-discovers tagged methods on `Awake` (no manual
|
|
88
|
+
registration). Mono only — Editor Play Mode and Mono desktop dev builds, not IL2CPP. The token
|
|
89
|
+
is auto-injected for local requests.
|
|
90
|
+
|
|
91
|
+
### `script.methodreload reload`
|
|
92
|
+
|
|
93
|
+
Edit the method body directly; no separate file, no boilerplate.
|
|
94
|
+
|
|
95
|
+
1. **Before entering Play Mode**, tag the method `[MethodReload]` on the MonoBehaviour and recompile.
|
|
96
|
+
The reload hook is compiled into the method, so tagging it while the game runs has no effect:
|
|
97
|
+
exit Play Mode, recompile, and enter it again.
|
|
98
|
+
2. With the game running, edit the method body on disk.
|
|
99
|
+
3. Apply (re-run to iterate):
|
|
100
|
+
```bash
|
|
101
|
+
unity command script.methodreload reload --filename Assets/Spinner.cs
|
|
102
|
+
```
|
|
103
|
+
Add `--pdb` to make it debuggable — emits a portable PDB mapped to your source so breakpoints in
|
|
104
|
+
the original file bind (attach the IDE + enable Editor Attaching; compiles unoptimized):
|
|
105
|
+
```bash
|
|
106
|
+
unity command script.methodreload reload --filename Assets/Spinner.cs --pdb
|
|
107
|
+
```
|
|
108
|
+
|
|
109
|
+
Constraints: `void` instance methods only; **public** members only; debugging requires `--pdb`
|
|
110
|
+
(the default emits no symbols).
|
|
111
|
+
|
|
112
|
+
`unity command script.methodreload status` shows active overrides. `script.methodreload reload` options:
|
|
113
|
+
`--timeout <seconds>` (default 60), `--assemblyDir <dir>` (persist DLLs instead of in-memory);
|
|
114
|
+
`script.methodreload cleanup --assemblyDir <dir>` clears old DLLs.
|
|
115
|
+
|
|
116
|
+
The CLI's `--timeout` (seconds) is the command's timeout: the Pipeline writes it into the command's
|
|
117
|
+
own `timeout` parameter, so there is no separate value to pass:
|
|
118
|
+
|
|
119
|
+
```bash
|
|
120
|
+
unity command script.methodreload reload --filename Assets/Spinner.cs --timeout 120
|
|
121
|
+
```
|
|
122
|
+
|
|
123
|
+
## 4. Bulk construction: `script run` (the builder pattern)
|
|
124
|
+
|
|
125
|
+
For bulk work — creating many objects, wiring fields, generating content — put the code in a
|
|
126
|
+
**versioned project script** and run a named static entry point with `script run`. No domain
|
|
127
|
+
reload, no code carried through the protocol; iterating costs an in-memory compile (< ~2s), not
|
|
128
|
+
a 15–20s recompile.
|
|
129
|
+
|
|
130
|
+
```bash
|
|
131
|
+
# 1. Write the builder OUTSIDE Assets/ (so the write triggers no asset import / domain reload),
|
|
132
|
+
# e.g. AgentScripts/Build.cs: public static class Build { public static int All() { ... } }
|
|
133
|
+
# 2. Run it — relative paths resolve against the project root (the parent of Assets/):
|
|
134
|
+
unity command script run --file AgentScripts/Build.cs --entry Build.All
|
|
135
|
+
# 3. Iterate: edit the file, re-run. Useful extras:
|
|
136
|
+
unity command script run --file AgentScripts/Build.cs --dry_run true # compile-only check: diagnostics, nothing loaded or executed
|
|
137
|
+
unity command script run --file AgentScripts/Build.cs --entry Build.All --args '[3, "Green"]'
|
|
138
|
+
```
|
|
139
|
+
|
|
140
|
+
Rules of thumb:
|
|
141
|
+
|
|
142
|
+
- **Code goes in files on disk via `script run`; `script eval` is for genuinely ad-hoc one-liners.**
|
|
143
|
+
Never ship multi-line escaped C# strings through `script eval` — write the file, run the entry.
|
|
144
|
+
- Compiles see the project's **active editor defines** (`UNITY_EDITOR`, version/platform symbols);
|
|
145
|
+
`--defines` appends extra symbols on top.
|
|
146
|
+
- Entry points may be `async Task`/`Task<T>` — they are awaited asynchronously (the editor keeps
|
|
147
|
+
pumping, so awaits resuming on Unity's context work naturally) and `Task<T>.Result` is returned.
|
|
148
|
+
The wait is bounded by `--timeout` (seconds, default 60); on expiry the task keeps running detached.
|
|
149
|
+
- Runtime exceptions come back with `file:line` mapped to your source (a source-mapped PDB is
|
|
150
|
+
always emitted for executing runs; they compile unoptimized).
|
|
151
|
+
- `--mode hotpatch` instead applies `[MethodReload]` in-place method replacements (delegates to
|
|
152
|
+
`script.methodreload reload`); `entry`/`args`/`dry_run` are rejected there and `references`/`defines` don't apply.
|
|
153
|
+
|
|
154
|
+
## 5. Quick C# eval (Editor or dev Player)
|
|
155
|
+
|
|
156
|
+
For genuinely ad-hoc one-liners only — anything longer belongs in a file run via `script run`.
|
|
157
|
+
`script eval` targets the Editor by default; add `--runtime <process name>` to run it in a dev Player.
|
|
158
|
+
|
|
159
|
+
```bash
|
|
160
|
+
unity command script eval "return 2 + 2;"
|
|
161
|
+
unity command script eval "return UnityEngine.Time.timeScale;" --runtime MyGame
|
|
162
|
+
# Or evaluate a .cs file on disk. Keep it outside Assets/, where Unity would compile it as project source:
|
|
163
|
+
unity command script eval_file AgentScripts/Scratch.cs
|
|
164
|
+
```
|
|
165
|
+
|
|
166
|
+
## 6. Play Mode vs. Multiplayer Play Mode (MPPM) scenarios
|
|
167
|
+
|
|
168
|
+
These are two different things — do not conflate them.
|
|
169
|
+
|
|
170
|
+
### Single-player: normal Play Mode (main Editor only)
|
|
171
|
+
|
|
172
|
+
```bash
|
|
173
|
+
unity command editor.playmode start # enter Play Mode
|
|
174
|
+
unity command editor.playmode pause # toggle pause
|
|
175
|
+
unity command editor.playmode stop # exit Play Mode
|
|
176
|
+
```
|
|
177
|
+
|
|
178
|
+
`editor.playmode start` just flips the main Editor into Play Mode running the **open scene**. It
|
|
179
|
+
controls **one** instance and does **not** launch MPPM virtual players, even if the project has
|
|
180
|
+
them configured. Use it for single-instance testing and to make runtime code reload live.
|
|
181
|
+
|
|
182
|
+
### Multiplayer: Play Mode Scenarios (main Editor + virtual players)
|
|
183
|
+
|
|
184
|
+
A **Play Mode Scenario** is an asset (an `OrchestratedScenario`, e.g.
|
|
185
|
+
`Assets/Settings/PlayMode/2Players.asset`) describing the main Editor plus one or more virtual
|
|
186
|
+
players. Each virtual player (clone) is a **separate Unity project** at
|
|
187
|
+
`<project>/Library/VP/<vpId>` with its **own Library, port, and Pipeline server** — not a second
|
|
188
|
+
window of the main Editor. `editor.playmode start` does **not** run a scenario; use the scenario commands
|
|
189
|
+
(they drive MPPM's `PlayModeScenarioManager`, which enters Play Mode itself):
|
|
190
|
+
|
|
191
|
+
```bash
|
|
192
|
+
unity command editor.playmode list_scenarios # discover scenario assets
|
|
193
|
+
unity command editor.playmode list_players # players the active scenario declares
|
|
194
|
+
unity command editor.playmode set_active_scenario --path Assets/Settings/PlayMode/2Players.asset
|
|
195
|
+
unity command editor.playmode start_scenario # run the active scenario
|
|
196
|
+
unity command editor.playmode get_scenario_status # live scenario + play-mode state
|
|
197
|
+
unity command editor.playmode stop_scenario # stop it
|
|
198
|
+
```
|
|
199
|
+
|
|
200
|
+
Authoring the asset (Edit Mode):
|
|
201
|
+
|
|
202
|
+
```bash
|
|
203
|
+
unity command editor.playmode create_scenario --name MyScenario # auto-adds the Main Editor player
|
|
204
|
+
unity command editor.playmode add_player --path Assets/Settings/PlayMode/MyScenario.asset --type clone --name "Player 2"
|
|
205
|
+
unity command editor.playmode remove_player --id <playerId> --path Assets/Settings/PlayMode/MyScenario.asset --confirm true
|
|
206
|
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```
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For `remove_player --id`, check the Editor version you read in [Before you start](#before-you-start):
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on 6000.5 and later pass the player's GUID; on 6000.3 and 6000.4 pass the player's name.
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The `editor.playmode` scenario commands need **Unity 6000.3+** *and* the `com.unity.multiplayer.playmode`
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package, so check the Editor version and `Packages/manifest.json` first. Without both they are compiled out and calling one fails as an unknown command, so run
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`unity command editor.playmode` and check that `start_scenario` and the other scenario commands are listed
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before using them. The group itself always exists: `editor.playmode list_instances` needs neither
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and always works. You may only `editor.playmode set_active_scenario` while state is **Idle**.
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+
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Player editors launch **asynchronously**, so after `editor.playmode start_scenario` poll
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`editor.playmode get_scenario_status`. Its `players` array has one entry per player the scenario declares — not
|
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MPPM's fixed four slots — and each entry carries both `state` (`NotLaunched` / `Launching` /
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`Launched` / `UnexpectedlyStopped`) and, once that player's Editor is up, `reachable: true` with the
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`port` and `projectPath` you need to drive it. Wait for `reachable`, then address it with
|
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`--project-path`. Watch `state` to tell a slow launch (`Launching`) from a dead one
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(`UnexpectedlyStopped`) — a missing descriptor alone cannot distinguish those.
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+
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### Discovering and driving the clones
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+
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The CLI folds a project's own clones into its main Editor, so a running scenario adds no
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ambiguity by itself. But with another Unity project open, `unity command` with no `--project-path`
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picks the Editor whose project contains the current directory (and fails as ambiguous outside
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both). When more than one project is open, pass `--project-path <mainProject>` to the main Editor
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commands above. Each clone runs its own server, so address one by its project directory:
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```bash
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# List every running instance (main + clones): role, port, pid, vpId, projectPath
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unity command editor.playmode list_instances
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+
|
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# Talk to a clone directly, using the projectPath that listed it
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unity command --project-path <mainProject>/Library/VP/<vpId> editor status
|
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|
+
# Each clone is its own Editor: keep it ticking before running tests on it
|
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|
+
unity command --project-path <mainProject>/Library/VP/<vpId> editor set_auto_tick --enable true
|
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|
+
unity command --project-path <mainProject>/Library/VP/<vpId> test run --mode playmode
|
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|
+
```
|
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|
+
|
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+
`unity pipeline list` also reports clones, named by player ("Player 2") against the project they're
|
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+
playing. There is no forwarding command — talk to the clone. That way you get its full command
|
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|
+
surface and its own status, and nothing queues behind the main Editor.
|
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+
|
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## 7. Screen capture (Editor)
|
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|
+
|
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Capture a view to a PNG to check a visual result.
|
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+
|
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+
```bash
|
|
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|
+
unity command capture screenshot --view game # or --view scene; returns the PNG path
|
|
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|
+
unity command capture game_view --source screen --save_path Screenshots/hud.png # what the Game window shows, incl. overlay UI
|
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|
+
unity command capture scene_view --max_resolution 512 # inline base64 image, longest edge capped
|
|
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|
+
```
|
|
257
|
+
|
|
258
|
+
`capture game_view` and `capture scene_view` return the image inline as base64 unless `--save_path` is
|
|
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|
+
set; add `--include_inline_image true` to get both. `capture game_view --source camera --camera <name>`
|
|
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|
+
renders one camera instead and misses Screen Space - Overlay UI. Without `--output`, `capture screenshot`
|
|
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|
+
writes under `<project>/Temp/pipeline-screenshots/`. If the Editor version is 6000.7 or later,
|
|
262
|
+
`capture editor_element` and `capture runtime_element` capture a single UI Toolkit element by
|
|
263
|
+
`--selector`. On earlier versions these commands don't exist, so capture the whole view instead.
|
|
264
|
+
|
|
265
|
+
## Gotchas
|
|
266
|
+
|
|
267
|
+
- **`editor set_auto_tick` first.** Without it, recompile and tests can hang while the editor is
|
|
268
|
+
unfocused. The package's watchdog relies on the tick loop staying alive.
|
|
269
|
+
- **A stuck command may mean a modal dialog is open**, not a hang — a dialog blocks the main
|
|
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|
+
thread until dismissed. If a command runs long, check `unity command editor status` (answers
|
|
271
|
+
instantly even when blocked); `status: "blocked_by_dialog"` means stop retrying and tell the
|
|
272
|
+
human what's blocking (its `dialog.title`/`message`/`buttons`) — it can't be clicked over CLI.
|
|
273
|
+
- **Method reload needs the game running.** `script.methodreload reload` applies to a live
|
|
274
|
+
game — enter Editor Play Mode (`unity command editor.playmode start`) first, or run a dev Player.
|
|
275
|
+
- **`editor.playmode start` ≠ a scenario.** It runs only the main Editor's open scene; it never
|
|
276
|
+
launches MPPM virtual players. For a multiplayer session set/start a Play Mode Scenario with
|
|
277
|
+
`editor.playmode set_active_scenario` + `editor.playmode start_scenario` (see §6) — never drive a scenario with
|
|
278
|
+
`editor.playmode start` (it fights MPPM's play-mode guard) — then drive the clones with `editor.playmode list_instances`
|
|
279
|
+
and `--project-path`.
|
|
280
|
+
- **Player-only commands need a dev Player.** `console write`, `runtime set_time_scale`, `runtime status`, etc. hit
|
|
281
|
+
the Runtime server, which does not run in the Editor.
|
|
282
|
+
- **Async commands poll.** `script recompile`→`script recompile_status`, `test run --async_tests`→
|
|
283
|
+
`test status`. Never assume completion from the trigger call's response.
|
|
284
|
+
- **Target a specific instance** when more than one is running: `--project-path <path>` selects an
|
|
285
|
+
Editor, `--runtime <process name>` or `--runtime-path <port file>` selects a dev Player.
|
|
286
|
+
|
|
287
|
+
## Final checks
|
|
288
|
+
|
|
289
|
+
1. Check that the project has zero console errors:
|
|
290
|
+
```bash
|
|
291
|
+
unity command console status # groundTruth.consoleErrors must be 0, compilationFailed false
|
|
292
|
+
unity command console get --level error # read any errors it reports
|
|
293
|
+
```
|
|
294
|
+
2. If you changed runtime behaviour, enter Play Mode (`unity command editor.playmode start`), exercise
|
|
295
|
+
the change, and read back the `Debug.Log` lines you added with `unity command console get`. Confirm
|
|
296
|
+
they show the fix works, then stop Play Mode and remove those lines unless the user wants them kept.
|
|
297
|
+
3. If the fix doesn't work, go back and reread the relevant [Topic map](#topic-map) pages before you
|
|
298
|
+
try again, rather than retrying from memory.
|
|
299
|
+
|
|
300
|
+
## Final report
|
|
301
|
+
|
|
302
|
+
Give the user a short summary:
|
|
303
|
+
|
|
304
|
+
- What you did: the commands you ran, the files you changed, and the test or check results.
|
|
305
|
+
- Side effects you left behind: Play Mode still running, `editor set_auto_tick` still enabled, a
|
|
306
|
+
scenario left active, files written under `AgentScripts/` or `Screenshots/`, method reload overrides
|
|
307
|
+
still applied.
|
|
308
|
+
- Follow-ups the user needs to do: anything blocked by a modal dialog, failures you could not fix,
|
|
309
|
+
and the restore point to roll back to.
|
|
310
|
+
|
|
311
|
+
## Topic map
|
|
312
|
+
|
|
313
|
+
The Pipeline package ships its documentation in its `Documentation~` folder. For a registry install
|
|
314
|
+
that is `<project>/Library/PackageCache/com.unity.pipeline@*/Documentation~/`; the same pages are
|
|
315
|
+
published at `https://docs.unity3d.com/Packages/com.unity.pipeline@<VERSION>/`. Only read what you need.
|
|
316
|
+
|
|
317
|
+
Prefer the local `Documentation~` copy, because it matches the installed package exactly. If you
|
|
318
|
+
use the live pages, prefer fetching the page directly (for example `WebFetch`) over searching (for
|
|
319
|
+
example `WebSearch`) — faster and lands on the exact reference. Only fetch what you need, and only
|
|
320
|
+
search if you don't have the exact URL. Replace `<VERSION>` with the following before fetching:
|
|
321
|
+
|
|
322
|
+
- **Package on docs.unity3d.com**: The `com.unity.pipeline` major and minor version from
|
|
323
|
+
`Packages/packages-lock.json`, eg `@0.9`.
|
|
324
|
+
|
|
325
|
+
| Topic | Page |
|
|
326
|
+
|-------|------|
|
|
327
|
+
| Connecting to an Editor or Player, ports, `--project-path` | `connectivity.md` |
|
|
328
|
+
| Dev Player and Runtime server setup | `runtime-setup.md` |
|
|
329
|
+
| Method reload (`[MethodReload]`, `script.methodreload`) | `method-reload.md` |
|
|
330
|
+
| `script run`, `script eval`, `script recompile` | `commands/scripts.md` |
|
|
331
|
+
| Compiling and running tests | `commands/build-and-compilation.md` |
|
|
332
|
+
| `editor status`, `editor set_auto_tick`, modal dialogs | `commands/editor-lifecycle-and-observability.md` |
|
|
333
|
+
| Play Mode scenarios, virtual players, clones | `commands/multiplayer-play-mode.md` |
|
|
334
|
+
| Screen capture | `commands/capture.md` |
|
|
335
|
+
| `console get` / `console status`, Runtime commands | `commands/runtime.md` |
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
# Security notes: urp-postprocessing
|
|
2
|
+
|
|
3
|
+
This skill has the agent run C# inside the user's open Unity Editor through `unity command script eval`. Automated skill scanners flag that as a powerful capability. It is intentional, and it is limited by the safeguards below.
|
|
4
|
+
|
|
5
|
+
## Accepted risks
|
|
6
|
+
|
|
7
|
+
| Risk | Capability | Why it is accepted |
|
|
8
|
+
|---|---|---|
|
|
9
|
+
| `SEC_POWER_CAP` | Runs C# in the user's open Editor through `unity command script eval` | It only reaches the Editor the user already has open, on their own machine, as that user, so it grants nothing they couldn't do themselves. `script eval` sits behind the Pipeline capability gate. No code fetched from a remote source is run. Where a named `unity command` covers a step, the skill uses that instead of `script eval`. |
|
|
10
|
+
|
|
11
|
+
## Mitigations
|
|
12
|
+
|
|
13
|
+
- **Only the user's own Editor.** `unity command script eval` talks to the Editor open on this machine. It can't reach another machine or another user's Editor.
|
|
14
|
+
- **Capability gate.** `script eval` is only available when the project's Pipeline package provides it.
|
|
15
|
+
- **No remote code.** The agent runs C# it writes from this skill's own recipes. Nothing downloaded from outside is executed.
|
|
16
|
+
- **Named commands first.** When a dedicated `unity command` covers a step, the skill uses it instead of `script eval`.
|