Guide for using the experimental Unity CLI with bound UnitySkills projects
Scanned 9/2/2026
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---
name: unity-cli
description: Guide for using the experimental Unity CLI with bound UnitySkills projects
---
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
# Unity CLI (advisory)
**Advisory module — no REST skills.** All commands here run in YOUR shell on the user's machine, not through the REST server. That is the point: they work while the Unity Editor is **closed**.
## Gate — read this first
Before using anything below, check the binding config:
```
<projectRoot>/Library/UnitySkills/cli_config.json
```
- File missing, unreadable, or `enabled: false` → **Unity CLI is OFF for this project. Ignore this module entirely.** Do not suggest installing the CLI unprompted; the user opts in via `Window > UnitySkills → AI Config → Unity CLI Setup…`.
- `enabled: true` → use `cliPath` as the executable (it may not be on your PATH). Respect the per-feature switches in `features`:
```json
{
"schemaVersion": 1,
"enabled": true,
"cliPath": "/Users/me/.local/bin/unity",
"cliVersion": "1.0.0-beta.5",
"projectPath": "/path/to/Project",
"editorVersion": "6000.0.32f1",
"boundAt": "2026-07-26T09:00:00Z",
"features": { "coldStart": true, "openArgs": true, "cliTest": true, "cliRun": false, "cliBuild": false }
}
```
Configs written by older plugin versions may lack the `cliRun` / `cliBuild` keys — for these two, **a missing key means OFF** (the first three keys keep their original semantics). Both also default to off on fresh binds; the user enables them per project in the panel.
The global registry (`~/.unity_skills/registry.json`) also carries `cliBound` / `cliPath` per running instance — use it for **liveness checks only, never as authorization**: the ONLY thing that authorizes CLI use for a project is that project's own `cli_config.json`. Do not cold-start any project whose own config you have not read, even if it appears in the registry. Also note `projectPath` inside the config is a bind-time snapshot — the directory you actually found the config under is authoritative (helper `get_cli_config()` already rewrites it); never `open` the stored path if it differs from the real project root.
> Unity CLI is **experimental (beta)** and its command surface changes between releases — this document was verified against **`1.0.0-beta.5`**. `cliVersion` in the config is only a **bind-time snapshot**; the installed binary moves ahead of it. Before using a command whose semantics changed recently, read `<cliPath> --version` and `<cliPath> <command> --help` — **`--help` is always the final authority** for the binary on disk. If a command errors unexpectedly, run `<cliPath> doctor --format json` first (environment snapshot: CLI version, paths, auth state, installed editors, recent log lines; `--tail <n>` for more log) and re-check `--help` before retrying. Never modify the server or config to work around a CLI quirk.
## 1. Cold start / lifecycle (`features.coldStart`)
The one capability REST can never provide: starting the editor when it is not running.
```bash
<cliPath> status --format json # any editor instances running?
<cliPath> open "<projectPath>" --args -unityskills-coldstart
```
**Always pass `--args -unityskills-coldstart`** when cold-starting: the UnitySkills plugin detects this marker at editor startup and force-starts the REST server for this session, even if the user's Auto-start preference is off. Without the marker you depend on the user's saved preference. The marker is consumed once per editor session — it never overrides a mid-session manual stop.
**Preflight — is the right editor even installed?** `open` / `test` / `run` / `build` all resolve the editor from the project's `ProjectVersion.txt`. Before the first CLI launch of a session, confirm the bound `editorVersion` is actually installed:
```bash
<cliPath> editors -i --format json
```
If it is not installed, **stop and tell the user** — installing an editor is a large, system-changing operation that only the user decides on. Never run `install`, and never pass `--allow-install` (see DO NOT).
After launching, poll the UnitySkills REST server until ready (first import/compile can take minutes):
```python
from unity_skills import wait_for_health
health = wait_for_health(timeout=600) # polls /health on ports 8090-8100
```
**Liveness triage — prefer this over blind retry.** When REST is unreachable, determine whether an Editor is actually running before deciding to cold-start:
1. **Read the project's own `cli_config.json` first.** Only proceed if it exists and `enabled: true`.
2. **Check the UnitySkills registry**: read `~/.unity_skills/registry.json`, find the entry whose `path` equals the project root, then test its `pid` (`ps -p <pid>` / Windows `tasklist`). Live pid → the editor is running but busy (Domain Reload / import) → keep the normal REST wait-and-retry; **do not** cold-start.
3. **Cross-check with the CLI process list**: `<cliPath> editors running --format json --non-interactive` lists the Editor instances the CLI can see. This is useful confirmation, but it only sees instances the CLI's backend recognizes.
4. **Check `Library/UnityLockfile`.** A held lockfile means an Editor instance is open on this project even if the registry entry is missing.
5. `<cliPath> status` is **supplementary, not authoritative**: it only reflects Unity Pipeline connection state. An empty table / non-zero exit does **NOT** mean the editor is closed — verified in practice: a running editor without the Pipeline package shows nothing.
If the PID, the CLI process list, or the lockfile indicates an Editor is already running, **do not** `open`, `run`, or `build` — Unity refuses a second instance on the same project. Only when none of the above show a live Editor for this project should you cold-start with `open`, then `wait_for_health`.
## 2. Launch with arguments (`features.openArgs`)
```bash
<cliPath> open "<projectPath>" --args -openscene "Assets/Scenes/Main.unity"
```
Anything after `--args` is passed to the Unity Editor as standard command-line arguments. Useful to land in a known state (specific scene, custom `-executeMethod`). Only at launch time — for an already-running editor use REST `scene_load` instead.
## 3. Headless tests (`features.cliTest`)
```bash
<cliPath> test "<projectPath>" --mode EditMode --filter <pattern> --output test-results.xml --timeout 1800
```
- `--mode <EditMode|PlayMode>` — omit to run the editor's default test platform; cover both modes with two separate invocations.
- `--filter <pattern>` — only run tests whose names match.
- `--output <path>` — NUnit XML report (default `test-results.xml`). In CI, continue to use this file for test results.
- **CI-only parameters (beta4+)** — `test --help` may list extra report/coverage flags such as `--report-format nunit,junit`, `--junit-output`, `--coverage`, `--coverage-output`, `--coverage-options`. Only use a parameter if the **current** binary's `test --help` explicitly lists it. If a parameter name is uncertain, re-read `--help`; do not guess parameter names.
- `--timeout <seconds>` (env `UNITY_TEST_TIMEOUT`) — kills the Unity process after N seconds; disabled by default, always set one for unattended runs.
- Extra editor arguments pass through after `--`, e.g. `-- -nographics`.
- **Exit codes**: `0` all passed; `6` tests ran but at least one failed (or the Editor exited abnormally); `7` Unity services were unreachable even after CLI retries; `130` cancelled by SIGINT; `143` terminated by SIGTERM; any other non-zero = the command itself failed — check stderr, the JSON envelope, and `errors[].code`, not just the XML.
Routing rule:
- **Interactive iteration** (editor already running, quick feedback on a few tests) → REST `test_*` skills.
- **Full regression / CI-style run, or editor closed** → `unity test` (headless, NUnit XML output). Do not run `unity test` against a project whose editor is open.
## 4. Batch runs (`features.cliRun`)
One-shot batch automation on the **bound project only**, while the editor is closed — the third lifecycle option between REST (editor open, interactive) and cold start (launch and keep serving):
```bash
<cliPath> run "<projectPath>" --timeout 1800 -- -executeMethod Your.Static.Method -quit
```
- Everything after `--` is forwarded to the Unity Editor as standard command-line arguments; `-executeMethod <static method>` plus `-quit` is the typical shape (asset re-import, batch fixes, custom pipelines).
- Streams the editor log to stdout and **returns the editor's exit code** — non-zero means the batch run failed. In beta5+, an Editor crash is reported as `stopped with signal SIGSEGV/SIGILL/SIGTRAP/SIGFPE/SIGBUS`; treat that as an Editor crash, not a business-logic failure.
- `--timeout <seconds>` (env `UNITY_RUN_TIMEOUT`) — disabled by default; always set one, a hung batch editor otherwise blocks your shell forever.
- Routing: editor already running → use REST skills, never `run` (Unity refuses a second instance on the same project — same `Library/UnityLockfile` rule as cold start). Editor closed + persistent session needed → cold start. Editor closed + one-shot task → `run`.
- Do not use `run --command <name>` — that drives Unity Pipeline package commands, which is not part of the UnitySkills workflow (see DO NOT).
## 5. Headless builds (`features.cliBuild`)
`cliBuild` is **off by default**. When the user enables it, choose the build path based on the installed CLI version, Unity Editor version, target platform, and whether a Build Profile exists:
### Path 1 — Unity 6 Build Profile (beta4+)
```bash
<cliPath> build "<projectPath>" --profile "Windows" --output-path ./Builds/win64
```
- `--profile` accepts a Build Profile asset path or the profile name shown in the Build Profile window.
- Requires Unity 6 (`6000.x`) and a configured Build Profile.
### Path 2 — Built-in desktop build (beta4+)
```bash
<cliPath> build "<projectPath>" --target StandaloneWindows64 --output-path ./Builds/win64
```
- `--target` is still required.
- For desktop targets, `--execute-method` is **optional** starting with beta4; the CLI can drive the built-in desktop build when `--output-path` is provided.
### Path 3 — Custom C# build method (all versions, required for mobile/WebGL)
```bash
<cliPath> build "<projectPath>" --target Android --execute-method Builder.PerformBuild --output-path ./Builds/android
```
- `--execute-method` remains compatible and **takes priority** when provided; use it for Android, iOS, WebGL, or projects that already have a custom build pipeline.
- `--output-path` is forwarded to Unity as `-buildOutput`; the execute-method itself is responsible for reading it.
- If the project does not already contain a static build method, tell the user instead of writing one into their project unasked.
### Common build flags
- The build log tails to stdout by default (`--no-tail` to disable); the full log lands at `<project>/Logs/build-<target>-<timestamp>.log` unless `--log-file` overrides it.
- **Dirty-worktree guard**: `build` refuses to run with uncommitted changes. That protection is deliberate — pass `--allow-dirty-build` only when the user explicitly says so.
- `--versioning-strategy <semantic|tag|custom|none>` (default `none`) stamps the build version from git tags/history; `--build-version` applies only with `custom`.
- Android: `--android-export-type <apk|aab|android-studio-project>` plus keystore/signing flags exist, but the CLI's own help warns that secrets passed as CLI arguments can leak into shell history and CI logs — let the user handle signing configuration themselves; never ask them to paste keystore passwords into your shell commands.
- Same lifecycle rules as `run`: bound project only, editor must be closed, and once the editor is up again all normal operations go back through REST.
- **Exit codes / signals**: `0` success; `6` build failed or the Editor exited abnormally; `7` Unity services unreachable after retries; `130` SIGINT; `143` SIGTERM. In beta5+, an Editor crash is reported as `stopped with signal SIGSEGV/SIGILL/SIGTRAP/SIGFPE/SIGBUS` — treat that separately from `BUILD_FAILED`.
## 6. Automation contract (all commands)
- **Structured output**: `--format <human|json|tsv|ndjson>` (env `UNITY_FORMAT`); `--json` is shorthand for `--format json`. When stdout is piped the default silently becomes TSV — one more reason to always pass `--format json` explicitly. JSON responses use a standard envelope `{success, command, data, errors, warnings}`; `ndjson` streams progress events for long-running commands.
- **Non-interactive**: `--non-interactive` (env `UNITY_NON_INTERACTIVE`) turns prompts into hard errors instead of hanging your shell; combine with `--quiet` (env `UNITY_QUIET`) and `--no-banner` (env `UNITY_NO_BANNER`) for clean machine output. Exporting the env vars once (`UNITY_FORMAT=json`, `UNITY_NON_INTERACTIVE=1`) covers a whole scripted session.
- **Recommended environment variables for scripted calls** (advisory, equivalent to the flags above):
- `UNITY_NON_INTERACTIVE=1` — disable interactive prompts.
- `UNITY_FORMAT=json` — default output format; command-line `--format` wins if both are set.
- `UNITY_NO_PAGER=1` — never page long output (beta4+ uses a pager in interactive terminals).
- `UNITY_NO_CRASH_REPORT=1` — opt out of anonymous crash reporting via Sentry (beta3+).
- **Errors and exit codes**: data goes to stdout, errors/diagnostics to stderr (JSON-mode errors too). Always read the JSON envelope, `errors[].code`, and stderr together — do not rely on a single exit code.
| Exit code | Meaning |
|-----------|---------|
| `0` | Success. |
| `1` | Generic error — read stderr / JSON `errors`. |
| `2` | Usage or argument error (wrong command, missing required flag). |
| `3` | Authentication or authorization failure. |
| `4` | Missing required configuration. |
| `6` | Primary operation failed — tests failed, build failed, or the Editor exited abnormally. |
| `7` | Unity services unreachable even after CLI retries; caller may retry a limited number of times. `6` is terminal, `7` may be transient. |
| `130` | Cancelled by user (SIGINT / Ctrl+C). |
| `143` | Terminated by SIGTERM. |
- **NDJSON streaming**: for real-time progress use `--format ndjson`. Starting in beta4, the stream ends with a terminal `type=result` frame; use the **last** `{"type":"result","success":false,...}` (or `true`) as the final state. Do not treat earlier progress frames or stderr log lines as the result. If the CLI version is older and does not emit a terminal result frame, fall back to the process exit code plus stderr.
- **Signal crashes (beta5+)**: `build`/`test`/`run` report an Editor crash as `stopped with signal SIGSEGV/SIGILL/SIGTRAP/SIGFPE/SIGBUS`. Distinguish these from business failures (`TEST_FAILED`, `BUILD_FAILED`) and from CLI-side failures (argument, config, network, auth).
- `--verbose` adds full error details with stack traces — useful once, when reporting a CLI problem to the user.
## DO NOT
- Do not use the CLI when `cli_config.json` is absent or `enabled:false` — the user has not opted in. Operate **only on the bound project** (the directory you found the config under); never `open` / `test` / `run` / `build` any other project.
- Do not install the Unity CLI yourself; installation is a user decision made in the panel.
- **Never pass `--allow-install`** (accepted by `test` / `run` / `build`), and do not use `unity install` / `uninstall` / `hub` / license commands unless the user explicitly asks — installing or removing editors is a large, slow, system-changing operation that belongs to the user alone.
- Do not run bare `unity mcp` — it starts a blocking stdio MCP server and waits for a client, hanging your shell.
- Do not use `unity command` / `unity pipeline` / `unity run --command` — the Unity Pipeline package route duplicates what UnitySkills REST already provides and is not part of this workflow.
- Do not use `unity projects exec` or `unity projects clean` — these operate across multiple projects and violate the "only touch the bound project" boundary.
- Do not use `unity editors prune` or `unity editors verify` — these modify or validate the global Editor installation set and are outside the project lifecycle.
- Do not use `unity command --detach`, `unity eval --detach`, or `unity job` — detached commands and job queues are a different control channel from the bound-project workflow.
- Do not use `unity skill install` or `unity skill refresh` — official skills can bypass UnitySkills' own advisory and feature gates; skill installation is a user decision in the panel.
- Do not use `unity shell --protocol ndjson` — it is the beta3 warm-process machine protocol, equivalent to the official MCP route, and is not part of this workflow.
- Do not let the CLI self-update (`unity upgrade`, Homebrew, winget, etc.) automatically; updating the CLI is a user decision.
- Do not parse the CLI's human-readable output (its display language follows `unity language`, e.g. Chinese table headers) — always pass `--format json --non-interactive` when you need to read results programmatically.
- Do not treat CLI availability as a substitute for the REST workflow: once `/health` responds, all normal operations go through REST skills.
## 7. Linux compatibility note
Starting with beta4, the Unity CLI requires **glibc 2.34+** on Linux and no longer supports Ubuntu 20.04 and earlier, Debian 11, RHEL/CentOS 8, or Amazon Linux 2. On those systems the CLI may fail to start with a glibc-related error rather than a normal "command not found".
Do **not** treat this as "CLI not installed" and prompt the user to reinstall. Instead, surface the compatibility constraint: the installed binary cannot run on this OS/glibc version; options are to stay on beta3 capabilities, upgrade the OS, or use a different machine. There is no global minimum version enforced by UnitySkills — capabilities are branched by actual CLI behavior:
- **beta3** — old `build` semantics (`--execute-method` required), no NDJSON terminal result frame.
- **beta4+** — Build Profile support, built-in desktop build, NDJSON terminal `type=result` frames.
- **beta5+** — named Editor signal diagnostics (`SIGSEGV`, `SIGILL`, `SIGTRAP`, `SIGFPE`, `SIGBUS`).
The safest way to branch is to run `<cliPath> --version` and `<cliPath> <command> --help` at the start of a session and act on what the binary actually reports.
## Exact Signatures
Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
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