Remote control Unity Editor via CLI using unityctl. Use when working with Unity projects to launch/stop editor, enter/exit play mode, compile scripts, view logs, load scenes, run tests, capture screenshots, or execute C# code for debugging. Activate when user mentions Unity, play mode, compilation, or needs to interact with a running Unity Editor.
Content & Writing
85 Stars
2 Forks
Updated Jan 19, 2026, 04:39 AM
Why Use This
This skill provides specialized capabilities for aiskillstore's codebase.
Use Cases
Developing new features in the aiskillstore repository
Refactoring existing code to follow aiskillstore standards
Understanding and working with aiskillstore's codebase structure
---
name: unity-editor
description: Remote control Unity Editor via CLI using unityctl. Use when working with Unity projects to launch/stop editor, enter/exit play mode, compile scripts, view logs, load scenes, run tests, capture screenshots, or execute C# code for debugging. Activate when user mentions Unity, play mode, compilation, or needs to interact with a running Unity Editor.
---
# unityctl - Unity Editor Remote Control
Control a running Unity Editor from the command line without batch mode.
## Instructions
### Setup (Required First)
1. Start the bridge daemon: `unityctl bridge start`
2. Launch Unity: `unityctl editor run` or manually open the project in Unity Editor
3. Verify connection: `unityctl status`
### Refresh Assets After Script Changes
After modifying C# scripts, refresh assets to compile:
```bash
unityctl asset refresh
```
Returns compilation errors directly in the output (non-zero exit code on failure). Fix errors and re-run until compilation succeeds before entering play mode.
### Common Commands
**Status & Bridge:**
```bash
unityctl status # Check Unity running, bridge, and connection status
unityctl bridge start # Start bridge daemon (runs in background)
unityctl bridge stop # Stop bridge
```
**Editor Lifecycle:**
```bash
unityctl editor run # Launch Unity Editor (auto-detects version)
unityctl editor stop # Stop running Unity Editor
```
**Play Mode:**
```bash
unityctl play enter # Enter play mode
unityctl play exit # Exit play mode
```
**Logs:**
```bash
unityctl logs # Show all logs since last clear (auto-clears on play enter and compile)
unityctl logs -n 50 # Limit to last 50 entries
unityctl logs --stack # Show stack traces for log entries
unityctl logs --full # Show full history (ignore clear boundary)
```
**Scenes:**
```bash
unityctl scene list # List scenes
unityctl scene load Assets/Scenes/Main.unity # Load scene
```
**Testing:**
```bash
unityctl test run # Run edit mode tests
unityctl test run --mode playmode # Play mode tests
```
**Screenshots:**
```bash
unityctl screenshot capture # Capture screenshot
```
### Script Execution (Debugging Power Tool)
Execute arbitrary C# in the running editor via Roslyn. Invaluable for debugging and automation.
```cs
// tmp/get-version.cs
using UnityEngine;
public class Script
{
public static object Main()
{
return Application.version;
}
}
```
```bash
unityctl script execute -f tmp/get-version.cs
```
You can also execute code directly with `-c`:
```bash
unityctl script execute -c "using UnityEngine; public class Script { public static object Main() { return Application.version; } }"
```
Scripts must define a class with a `public static object Main()` method. The return value is JSON-serialized.
### Getting Help
```bash
unityctl --help # List all commands
unityctl <command> --help # Command-specific help
```
## Examples
**Workflow: Edit script, compile, and test:**
```bash
# After editing C# files...
unityctl asset refresh # Returns compilation errors if any
unityctl play enter
unityctl logs # Check runtime logs (shows all since play enter)
unityctl play exit
```
**Debug: Find all GameObjects in scene:**
```cs
// tmp/find-objects.cs
using UnityEngine;
public class Script
{
public static object Main()
{
return GameObject.FindObjectsOfType<GameObject>().Length;
}
}
```
```bash
unityctl script execute -f tmp/find-objects.cs
```
**Debug: Inspect Player position:**
```cs
// tmp/find-player.cs
using UnityEngine;
public class Script
{
public static object Main()
{
var go = GameObject.Find("Player");
return go?.transform.position.ToString() ?? "not found";
}
}
```
```bash
unityctl script execute -f tmp/find-player.cs
```
**Debug: Log message to Unity console:**
```cs
// tmp/log-message.cs
using UnityEngine;
public class Script
{
public static object Main()
{
Debug.Log("Hello from CLI");
return "logged";
}
}
```
```bash
unityctl script execute -f tmp/log-message.cs
```
## Best Practices
- Run `unityctl status` to check overall project status before running commands
- Always run `unityctl asset refresh` after modifying C# files before entering play mode
- For script execution, write scripts to `tmp/<scriptname>.cs` and execute with `-f`
## Troubleshooting
Run `unityctl status` first to diagnose issues.
| Problem | Solution |
|---------|----------|
| Bridge not responding | `unityctl bridge stop` then `unityctl bridge start` |
| Editor not connected to newly started bridge | Normal, editor plugin uses exponential backoff, up to 30 seconds |
| Connection lost after compile | Normal - domain reload. Auto-reconnects. |
| "Project not found" | Run from project directory or use `--project` flag |
| Editor not found | Use `--unity-path` to specify Unity executable |