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unity-editor-remote

Drive running Unity Editor from shell to verify compiles, playmode, scenes, screenshots. Use when editing C# scripts, scenes, or assets in a Unity project and needing to: (1) check compilation succeeds, (2) read console errors, (3) enter/exit Play mode, (4) capture screenshots or frame recordings, (5) select objects or aim the Scene camera, (6) query editor window layout. Injects a file-polling command bridge (UnityRemote.cs) — prefer this over batchmode (fights the Library lock) or GUI automation.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

연동 도구Unity
설치 방법 보기

포함된 파일(7)

  • SKILL.md3.6 KB
  • assets/UnityRemote.cs14.6 KB
  • assets/UnityRemoteRecorder.cs3.0 KB
  • references/caveats.md2.9 KB
  • references/commands.md3.2 KB
  • scripts/kwin_focus_unity.js966 B
  • scripts/unity_cmd.sh2.9 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Unity Editor Remote

Control a running Unity Editor via a file-polling command bridge. No window clicking, no second editor process.

Protocol

Agent writes <project>/UnityRemote.txt (one command per line, # comments allowed). Editor polls every 0.5 s, executes lines, writes <project>/UnityRemote.result.txt, deletes the command file. Commands are skipped while compiling/updating — wait, never resend.

Full command list with argument formats: references/commands.md.

Setup

  1. Detect bridge: check <project>/Assets/UnityRemote.cs. Some projects ship their own variant — grep Assets/**/Editor/*.cs for a command-file poller before deploying.
  2. Deploy if missing: copy assets/UnityRemote.cs (and assets/UnityRemoteRecorder.cs for record) into Assets/, then run refresh to import + compile. An unfocused editor defers asset import — if refresh times out, focus the editor window, then retry. Confirm with ping.
  3. Send commands:
scripts/unity_cmd.sh <project-root> "ping"                  # single command
scripts/unity_cmd.sh <project-root> -t 600 "refresh" "ping" # batch with timeout

Verification Loop (after code change)

U=<skill-dir>/scripts/unity_cmd.sh
$U "$P" --compile            # refresh → busy-poll until idle → console tail
                             # 'error CS' = fail; 'console empty' = clean
$U "$P" "play"               # enter Play mode
sleep 8                      # let systems tick
$U "$P" "state"              # playing? MonoBehaviours present? (objs=...)
$U "$P" "errors 50"          # runtime exceptions
$U "$P" "stop"

Critical: never trust refresh+ping as a compile gate. refresh returns before recompile starts — same-batch ping/errors answer from the OLD assembly. Use --compile (busy-poll + gen-change check).

Visual Verification

screenshot [relpath] renders the main camera synchronously → PNG at <project>/<relpath>. Captures the Game camera, not editor chrome.

record [sec] [fps] enters Play mode, captures frames → Recordings/shot/frame_####.png + done.txt. Requires assets/UnityRemoteRecorder.cs deployed.

Use layout for window rects + pixelsPerPoint if cropping is needed. OS-level screen capture is unreliable — only use it for editor chrome itself.

Telemetry pattern: errors is the only data channel out of Play mode. Make runtime code log structured single-line events (e.g., Debug.Log($"GAME round={r} score={s}")), then grep errors output. Pass large n (50+) to avoid early entries scrolling out.

Key Rules

  • One editor per project — the running editor owns the Library lock. Never launch -batchmode on the same project.
  • Play mode = domain reload — assemblies reload; bridge re-inits. Always --compile green first.
  • Bridge is editor-only — never shipped in builds. Commit it or .gitignore per user preference.

For occlusion caveats, timeout behavior, domain-reload edge cases, and troubleshooting: see references/caveats.md.

리뷰

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