| name | unity-package-management |
| description | Use when adding, removing, upgrading, or discovering Unity (UPM) packages programmatically from outside the Editor — headless or CI package installs via the C# UnityEditor.PackageManager.Client API, verifying package ids/versions against the Unity registry, or choosing which packages a game needs by genre, platform, and monetization. The Unity CLI does not manage UPM packages, so this skill covers that gap. Triggers on "install a Unity package", "add com.unity.*", "set up packages headless/CI", "which packages for a <genre> game". |
| allowed-tools | ["Bash","Read","Write","Edit"] |
Unity Package Management (headless, via the C# Client API)
Add, remove, upgrade, and discover UPM (Unity Package Manager) packages programmatically with
UnityEditor.PackageManager.Client, driven headless from the terminal or CI. Do not
hand-edit Packages/manifest.json — the Client API resolves dependencies and compatible
versions correctly, whereas manual edits routinely break resolution.
This complements the unity-cli skill (editor install, project creation, build/test): the
CLI has no package-management command, so all package work goes through the Editor's C# API.
When to use
- Add / remove / upgrade one or more packages in an existing or freshly-created project.
- Set up a project's packages non-interactively in CI.
- Verify a package id exists, or find its available versions, before depending on it.
- Decide which packages a game actually needs — see
references/select-packages.md.
Choosing what to install
Install what the project actually needs, not everything; prefer packages the chosen template
already provides (URP templates already include the render pipeline, Input System, etc.). The
genre / look / platform / monetization → package mapping, plus how to search the registry, is
in references/select-packages.md. Produce a deduplicated
list of package ids and read it back to the user before installing.
The -quit problem — why NOT unity run for installs
Client.Add / Client.AddAndRemove are asynchronous: they return a Request that only
completes on later EditorApplication.update ticks (the UPM child process marshals its result
back on the Editor's main-loop pump, so a blocking while (!req.IsCompleted) busy-wait
deadlocks it). The Editor must stay alive after -executeMethod returns, until the request
finishes.
unity run cannot be used for the installer: it always injects -quit (see the reserved
flags in the unity-cli skill). With -quit, the Editor quits the instant the method
returns — before UPM resolves — so packages never install and the callback never runs.
Solution: launch the Editor binary directly in -batchmode without -quit. The
Editor stays alive, EditorApplication.update keeps ticking, the poll callback runs, and it
calls EditorApplication.Exit(code) itself when done — which both quits and sets the process
exit code.
The installer script
Write this to Assets/Editor/ProjectBootstrap/PackageInstaller.cs. It must live under an
Editor/ folder (or an Editor-only assembly) because it uses UnityEditor.
using System.Linq;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
namespace ProjectBootstrap
{
public static class PackageInstaller
{
static readonly string[] PackagesToAdd =
{
"com.unity.inputsystem",
"com.unity.cinemachine",
"com.unity.render-pipelines.universal",
};
static readonly string[] PackagesToRemove = { };
const double TimeoutSeconds = 600;
static AddAndRemoveRequest _request;
static double _deadline;
public static void Install()
{
if (PackagesToAdd.Length == 0 && PackagesToRemove.Length == 0)
{
Debug.Log("[PackageInstaller] Nothing to do.");
EditorApplication.Exit(0);
return;
}
Debug.Log($"[PackageInstaller] Adding: {string.Join(", ", PackagesToAdd)}");
_request = Client.AddAndRemove(packagesToAdd: PackagesToAdd, packagesToRemove: PackagesToRemove);
_deadline = EditorApplication.timeSinceStartup + TimeoutSeconds;
EditorApplication.update += Poll;
}
static void Poll()
{
if (_request == null) return;
if (!_request.IsCompleted)
{
if (EditorApplication.timeSinceStartup > _deadline)
{
EditorApplication.update -= Poll;
Debug.LogError("[PackageInstaller] Timed out waiting for UPM.");
EditorApplication.Exit(2);
}
return;
}
EditorApplication.update -= Poll;
if (_request.Status == StatusCode.Success)
{
var names = _request.Result.Select(p => $"{p.name}@{p.version}");
Debug.Log($"[PackageInstaller] Resolved: {string.Join(", ", names)}");
EditorApplication.Exit(0);
}
else
{
Debug.LogError($"[PackageInstaller] Failed: {_request.Error?.message}");
EditorApplication.Exit(1);
}
}
}
}
AddAndRemove installs the whole set in a single UPM resolution pass — faster and less
error-prone than one Client.Add per package.
Add / remove / upgrade with one script:
- Add: list the id in
PackagesToAdd.
- Remove: list the id in
PackagesToRemove.
- Upgrade / pin: add the id with
@<version> (e.g. com.unity.cinemachine@2.9.7). Without
a version, resolution picks the latest compatible release.
Discovering / verifying packages
To confirm an id exists or list its versions before adding it, search the registry. The
in-Editor Client.SearchAll() / Client.Search("<id>") calls are also async, so they use the
same poll-and-Exit pattern and the same headless run as the installer. Write
Assets/Editor/ProjectBootstrap/PackageSearch.cs:
using System.Linq;
using UnityEditor;
using UnityEditor.PackageManager;
using UnityEditor.PackageManager.Requests;
using UnityEngine;
namespace ProjectBootstrap
{
public static class PackageSearch
{
const double TimeoutSeconds = 120;
static SearchRequest _request;
static double _deadline;
public static void SearchAll()
{
_request = Client.SearchAll();
_deadline = EditorApplication.timeSinceStartup + TimeoutSeconds;
EditorApplication.update += Poll;
}
static void Poll()
{
if (_request == null) return;
if (!_request.IsCompleted)
{
if (EditorApplication.timeSinceStartup > _deadline)
{
EditorApplication.update -= Poll;
Debug.LogError("[PackageSearch] Timed out.");
EditorApplication.Exit(2);
}
return;
}
EditorApplication.update -= Poll;
if (_request.Status == StatusCode.Success)
{
foreach (var p in _request.Result.OrderBy(p => p.name))
Debug.Log($"[PackageSearch] {p.name}@{p.versions.latestCompatible} {p.displayName}");
Debug.Log($"[PackageSearch] {_request.Result.Length} packages found.");
EditorApplication.Exit(0);
}
else
{
Debug.LogError($"[PackageSearch] Failed: {_request.Error?.message}");
EditorApplication.Exit(1);
}
}
}
}
_request.Result is a PackageInfo[]; each entry exposes name, displayName, description,
and versions (.latest, .latestCompatible, .all). For a terminal-only check without the
Editor (a known id, not free-text search), query the registry directly — see
references/select-packages.md.
Run it headless (direct Editor invocation, no -quit)
Resolve the Editor binary from the version, then run it in batch mode. The script owns quitting
via EditorApplication.Exit, so do not pass -quit:
VERSION="<version>"
PROJECT="<project-path>"
METHOD="ProjectBootstrap.PackageInstaller.Install"
ED=$(unity editors path "$VERSION" --format json | python3 -c "import sys,json;print(json.load(sys.stdin)['data']['path'])")
case "$(uname)" in
Darwin) if [ -d "$ED/Unity.app" ]; then UNITY_BIN="$ED/Unity.app/Contents/MacOS/Unity";
elif [[ "$ED" == *.app ]]; then UNITY_BIN="$ED/Contents/MacOS/Unity";
else UNITY_BIN="$ED/Unity"; fi ;;
Linux) UNITY_BIN="$ED/Unity" ;;
*) UNITY_BIN="$ED/Unity.exe" ;;
esac
"$UNITY_BIN" -batchmode -projectPath "$PROJECT" -executeMethod "$METHOD" -logFile -
echo "Exit code: $?"
-logFile - streams the Editor log (including the [PackageInstaller] / [PackageSearch]
lines) to stdout so you can watch resolution progress and read any UPM error. If
unity editors path output shape differs on your build, get the directory from
unity editors --installed --format json instead.
Verify
cat "<project-path>/Packages/manifest.json"
Confirm the run exited 0 and each package from the list is present in manifest.json. If a
package fails to resolve, _request.Error.message is logged; read it and check the id/version
against the registry. The Editor's own log (including the [PackageInstaller] lines) is the
stdout you streamed with -logFile - above — read it there, not via unity logs (which shows
the CLI's own log, not the Editor's).
Import & save headlessly (generate .meta files)
After a script or tool writes new .cs/asset files, Unity must import them so it generates
the .meta file each asset needs — and every .cs/asset MUST be committed together with its
.meta. Merely opening the project once (unity open "<project-path>") imports and generates
them; use this method when you need it headless (in a script or CI).
Unlike the package installer, this is synchronous — it finishes before returning — so it's
safe to run via unity run (its injected -quit is harmless; the method also calls
EditorApplication.Exit for a clean exit code). Write
Assets/Editor/ProjectBootstrap/ProjectSaver.cs:
using UnityEditor;
using UnityEngine;
namespace ProjectBootstrap
{
public static class ProjectSaver
{
public static void SaveAll()
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
AssetDatabase.SaveAssets();
Debug.Log("[ProjectSaver] Assets imported and saved.");
EditorApplication.Exit(0);
}
}
}
unity run "<project-path>" --editor-version <version> \
-- -executeMethod ProjectBootstrap.ProjectSaver.SaveAll
Notes
- These editor scripts are a bootstrap convenience. Leave them in
Assets/Editor/ProjectBootstrap/ (they do nothing unless invoked) or delete them after
setup — your call; mention it to the user.
- All scripts live under
Editor/ because they use UnityEditor; they never ship in a build.
- Monetization / backend packages (
com.unity.purchasing, com.unity.services.levelplay, the
UGS packages) install through this same mechanism, but do the actual integration via the
dedicated skills: implement-in-app-purchases, levelplay-unity-integration,
build-live-game.