| name | unity-development |
| description | Use for Unity Editor automation through UniCli in projects where `unicli` is available: running `unicli exec`/`unicli eval`, editing files under `Assets/` or `Packages/`, compiling Unity code, running EditMode/PlayMode tests, and creating or modifying GameObjects, scenes, prefabs, assets, packages, build settings, or project settings. Follow required safeguards such as `AssetDatabase.Import` after file changes and `Compile` verification after C# edits. |
| license | MIT |
| compatibility | Requires unicli CLI installed and Unity Editor running with com.yucchiy.unicli-server package |
| metadata | {"author":"yucchiy","version":"1.3.3"} |
UniCli — Unity Editor CLI
UniCli lets you interact with Unity Editor directly from the terminal.
The CLI (unicli) communicates with the Unity Editor over named pipes, so the Editor must be open with the com.yucchiy.unicli-server package installed.
RULES — Always Follow These
- After creating/modifying ANY file under
Assets/ or Packages/: Run unicli exec AssetDatabase.Import --path "<path>" --json to generate .meta files. Never create .meta files manually — always let Unity generate them via this command. Unity requires .meta files for every asset — skipping this causes missing references, broken imports, and compilation errors. This applies to all file types: .cs, .asmdef, .asset, .prefab, directories, etc.
- After modifying C# code in the Unity project: Run
unicli exec Compile --json to verify compilation.
- Always use
--json when parsing output programmatically.
- If connection to Unity Editor fails: Retry 2–3 times, then ask the user to confirm Unity Editor is running with the project open.
- For platform-specific verification: Use
unicli exec BuildPlayer.Compile --target <platform> --json to catch platform-specific errors (missing #if guards, unsupported APIs, etc.).
- When running tests: Always use the default
--resultFilter failures (or --resultFilter none for summary-only) to keep output minimal. Only use --resultFilter all when you specifically need to inspect individual passed test details. This prevents large test suites from flooding context. Stack traces are omitted by default (--stackTraceLines 0); use --stackTraceLines 3 when you need to diagnose a failure location.
- When checking console logs: Use
Console.GetLog with {"logType":"Warning,Error"} to filter out informational noise and focus on actionable issues. Stack traces are omitted by default; use {"logType":"Error","stackTraceLines":3} when debugging errors.
- Discover commands dynamically: Use
unicli commands --json to list all available commands and unicli exec <command> --help to see parameters for any command. Do not rely on memorized command lists — the project may have custom commands.
Project Path
By default, unicli looks for a Unity project in the current working directory.
If the Unity project is in a subdirectory, set the UNICLI_PROJECT environment variable:
export UNICLI_PROJECT=path/to/unity/project
unicli exec Compile --json
Or prefix each command:
UNICLI_PROJECT=path/to/unity/project unicli exec Compile --json
Prerequisites
Before running commands, verify that the CLI is installed and the Editor is reachable:
unicli check
If unicli check reports that the server package is not installed, run unicli install to install it:
unicli install
If the server package version does not match the CLI version, run unicli install --update to update it:
unicli install --update
If the package is installed but the connection fails, make sure Unity Editor is open with the target project loaded. Retry a few times — the Editor may need a moment to start the server.
Executing Commands
Run commands with unicli exec <command>. Pass parameters as --key value flags or raw JSON. Use JSON for arrays and nested values:
unicli exec GameObject.Find '{"name":"Main Camera"}' --json
Boolean flags can be passed without a value:
unicli exec GameObject.Find --includeInactive --json
Array parameters can be passed by repeating the same flag:
unicli exec BuildPlayer.Build --locationPathName "Builds/Test.app" --options Development --options ConnectWithProfiler --json
Common options
--json — Output in JSON format (recommended for structured processing)
--timeout <ms> — Set command timeout in milliseconds
--no-focus — Don't bring Unity Editor to front
--help — Show command parameters and usage
Key Workflows
Compile and run tests:
unicli exec Compile --json
unicli exec TestRunner.RunEditMode --json
unicli exec TestRunner.RunPlayMode --json
Inspect and modify settings:
unicli exec PlayerSettings.Inspect --json
unicli eval 'PlayerSettings.companyName = "MyCompany";' --json
Dynamic C# code execution (Eval):
unicli eval compiles and executes arbitrary C# code in the Unity Editor context. Use shell heredocs for multi-line code:
unicli eval 'return Application.unityVersion;' --json
unicli eval "$(cat <<'EOF'
var go = GameObject.Find("Main Camera");
return go.transform.position;
EOF
)" --json
Options:
--declarations '<code>' — Additional type declarations (classes, structs, enums) included outside the Execute method
- The generated eval code receives a
cancellationToken variable for cooperative cancellation with async/await
Running Custom Code
When built-in commands don't cover what you need, choose the right approach:
- One-shot tasks → Eval: Use
unicli eval for ad-hoc operations, quick inspections, prototyping, and tasks that don't need to be reused. No files to create or compile — just pass the code directly.
- Reusable project commands → CommandHandler: Use
CommandHandler when the operation will be called repeatedly or is part of the project's workflow. This provides type-safe parameters, structured responses, and discoverability via unicli commands.
Connect to a running player:
Connection.* commands manage the Unity Editor's PlayerConnection — used to connect to Development Builds running on devices or the local machine. This connection is required for remote debug commands and profiler data collection.
unicli exec Connection.List --json
unicli exec Connection.Connect '{"id":-1}' --json
unicli exec Connection.Connect '{"ip":"192.168.1.100"}' --json
unicli exec Connection.Connect '{"deviceId":"SERIAL"}' --json
unicli exec Connection.Status --json
Invoke remote debug commands on connected player:
Remote.* commands invoke debug commands on a connected Development Build. Requires: UNICLI_REMOTE scripting define symbol + Development Build with Autoconnect Profiler enabled.
unicli exec Remote.List --json
unicli exec Remote.Invoke '{"command":"Debug.Stats"}' --json
unicli exec Remote.Invoke '{"command":"Debug.GetPlayerPref","data":"{\"key\":\"HighScore\",\"type\":\"int\"}"}' --json
Built-in debug commands: Debug.SystemInfo, Debug.Stats, Debug.GetLogs, Debug.GetHierarchy, Debug.FindGameObjects, Debug.GetScenes, Debug.GetPlayerPref
Custom Command Handlers
The server auto-discovers all ICommandHandler implementations via TypeCache, so no manual registration is required.
Place custom handlers under Assets/Editor/UniCli/ with a dedicated asmdef:
unicli exec AssemblyDefinition.Create --path "Assets/Editor/UniCli/MyProject.UniCli.Editor.asmdef" --name "MyProject.UniCli.Editor" --editorOnly --json
unicli exec AssemblyDefinition.AddReference --path "Assets/Editor/UniCli/MyProject.UniCli.Editor.asmdef" --reference "UniCli.Server.Editor" --json
unicli exec AssetDatabase.Import --path "Assets/Editor/UniCli" --json
unicli exec Compile --json
unicli commands --json
unicli exec MyCategory.MyAction --targetName "test" --json
Handler implementation
using System.Threading;
using System.Threading.Tasks;
using UniCli.Protocol;
using UniCli.Server.Editor.Handlers;
namespace MyProject.UniCli.Editor.Handlers
{
[System.Serializable]
public class MyRequest
{
public string targetName = "";
}
[System.Serializable]
public class MyResponse
{
public string result;
}
public sealed class MyCustomHandler : CommandHandler<MyRequest, MyResponse>
{
public override string CommandName => "MyCategory.MyAction";
public override string Description => "Description shown in unicli commands";
protected override ValueTask<MyResponse> ExecuteAsync(MyRequest request, CancellationToken cancellationToken)
{
return new ValueTask<MyResponse>(new MyResponse
{
result = $"Processed {request.targetName}"
});
}
}
}
Key rules:
- Request/Response types must be
[Serializable] with public fields (not properties) — required by JsonUtility
- Use
Unit as TRequest when no input is needed, or as TResponse when no output is needed
- Throw
CommandFailedException with response data on failure
- For async operations, use
TaskCompletionSource + await with WithCancellation(cancellationToken) to wait for Unity callbacks
- Constructor parameters are resolved from
ServiceRegistry for dependency injection
Tips
- Run
unicli commands --json to discover all available commands, including project-specific custom commands.
- Run
unicli exec <command> --help to see parameters, types, and default values for any command.
- If a command times out, increase the timeout:
unicli exec Compile --timeout 60000.