What’s new in Unity Pipeline?

Create scenes and assets, run tests and builds, and inspect a running game through commands your scripts and coding agents can use.

Experimental0.9.1-exp.1

Reviewed · Features and release highlights from Unity’s documentation.

Recent changes

Latest reviewed: 0.9.1-exp.1 ·

Custom command improvements and mobile build fixes

  • 0.9.1: Custom commands can use dotted names to declare their group. A description-only attribute can infer the group and command name from your code.
  • 0.9.1: Fixed the pre-build exception on Android, iOS, and other non-Standalone targets that prevented runtime settings from being baked into the build.
  • 0.9.1: Fixed AutoStaticsCleanup analyzer warnings when opening projects in Unity 7.0.
  • 0.9.0: Added Build Profile creation and editing, platform discovery, and controls for keeping Play Mode running while the Editor is unfocused.
  • 0.9.0: Added grouped command discovery, per-command timeouts, and status requests that can respond while another command runs. Code Reload is now called Method Reload.

Full release notes and version history

What you can do

Browse the documented feature areas. Each reference includes command details; availability depends on your installed version and project packages.

Assets and files

Find, create, import, move, copy, rename, and delete assets. Read and change importer settings, create folders, and work with text files.

Read assets and files reference

Scenes

Create, open, and save scenes, inspect their hierarchy, choose the active scene, and manage which scenes go into a build.

Read scenes reference

GameObjects and components

Find and create objects, change transforms and parenting, set tags and layers, and inspect or edit component properties.

Read gameobjects and components reference

Prefabs

Create prefabs and variants, instantiate them, apply or revert overrides, unpack instances, and edit prefab contents.

Read prefabs reference

Scripts and serialized fields

Create and attach scripts, read or change serialized values, and compile a C# entry point in memory for an automation task.

Read scripts and serialized fields reference

Animation and Timeline

Build animation clips and curves, configure Animator layers, parameters, states and transitions, and author Timeline tracks and clips.

Read animation and timeline reference

Materials and shaders

Inspect shader properties, edit material values and keywords, and discover the shaders available to the project.

Read materials and shaders reference

Lighting, navigation, and occlusion

Start or clear lighting, NavMesh, and occlusion bakes. Poll their progress or cancel a bake when needed.

Read lighting, navigation, and occlusion reference

Selection and search

Read or change the Editor selection and use Unity Search to locate project content.

Read selection and search reference

Screenshots and UI captures

Capture the Game view, Scene view, and UI Toolkit elements so a script or agent can check the visible result.

Read screenshots and ui captures reference

Builds, compilation, and tests

Build Players, manage build targets and profiles, recompile scripts, and run tests with status polling for longer work.

Read builds, compilation, and tests reference

Project settings

Inspect and change audio, graphics, input, physics, Player, quality, tags, layers, and time settings. Changes follow confirmation and dry-run rules.

Read project settings reference

Package Manager

List, search, add, remove, and resolve project packages, with status checks for operations that take time.

Read package manager reference

Editor control and diagnostics

Enter, stop, or pause Play Mode, invoke menus, read Console logs, and inspect performance statistics.

Read editor control and diagnostics reference

Multiplayer Play Mode

Author and run Play Mode Scenarios, discover virtual-player instances, and direct each instance separately.

Read multiplayer play mode reference

Player commands

Inspect a connected Player, adjust frame rate or time scale, read logs, and run supported runtime commands.

Read player commands reference

Batches and background jobs

Group operations into one request with shared results and a single Undo step. Longer work can run as a job whose progress you check separately.

Read batches and background jobs reference

Wait for a condition

Wait for an Editor or object state on the server instead of repeatedly asking from your script. Check or cancel the wait as needed.

Read wait for a condition reference

Method Reload

Update supported, attributed methods in a running game. Available changes and platforms depend on the reload backend; this does not replace every kind of recompilation.

Read method reload reference

Your own commands

Expose project-specific operations through command attributes, typed arguments, and command groups. Use the authoring conventions for Undo and safe asset edits.

Read your own commands reference

Setup and compatibility

Requires Unity 6.0 or later, Unity CLI, and the com.unity.pipeline package in your project. The package connects to a running Editor through a local HTTP API; it is separate from URP/HDRP rendering pipelines and the hosted Pipeline Automation service. Player access needs its own runtime setup.

Installation and setup instructions

Open your project in Unity, then run these commands from its folder. After installation, check for Pipeline: Installed.

unity auth login
unity pipeline install
# Return to Unity and wait for compilation.
unity pipeline list
unity command
# Choose a project when several Editors are open:
unity command --project-path=<path-to-your-project>
Independent guide. Release highlights are curated; use the official references for the complete command syntax and changelog.

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