Game development
Unity setup
What PWR can do with a Unity project today, how discovery and the editor bridge work, and what still requires an engine worker.
PWR can read a Unity project, suggest a validation command for it, and drive the Unity editor through a bridge package so agents make changes through editor APIs instead of hand-editing serialized files. Read the status below before planning around it.
Status: Unity project discovery is implemented and verified on a fixture project. The editor bridge, its tool set and its safety rules are verified only against a simulated bridge. Everything that needs a real Unity editor (scene modification, tests, builds, screenshots) has not been run: the bridge package has never been compiled in Unity. Unity support is not complete until a real project has been modified, built, tested and reviewed on a provisioned engine worker.
What you can do today
- Create a project with type
gameand frameworkunity. - Connect its repository. See GitHub integration.
- Run discovery from the QA Center.
- Read the profile: engine version, scenes, asset counts, test assemblies and a suggested validation command.
Discovery is read-only. It never rewrites a Unity file.
What discovery reads
| Source | What PWR learns |
|---|---|
ProjectSettings/ProjectVersion.txt | The exact editor version the project needs |
Packages/manifest.json | Packages, render pipeline (URP, HDRP or built-in), whether the test framework and the bridge package are present |
ProjectSettings/EditorBuildSettings.asset | Scene list with enabled flags |
Assets/** | Counts by type: scenes, prefabs, scripts, materials, textures, audio, shaders, animations and more |
*.asmdef files | Test assemblies (EditMode or PlayMode) |
Validation command
PWR suggests an EditMode test command. It is shown next to the project's configured validation command and is never applied automatically; an admin sets the validation command on the project.
${UNITY_EDITOR} -batchmode -nographics -projectPath . -runTests -testPlatform EditMode -testResults results/editmode.xml -logFile - -quit
${UNITY_EDITOR} is resolved on the engine worker. This command needs a licensed Unity editor of the project's exact version, so it cannot run in the default sandbox.
The editor bridge
The bridge is a Unity editor package, provided by PWR. It serves a small HTTP API on 127.0.0.1 with a per-session bearer token. Setting the autostart environment variable documented with the package starts it with the editor.
An admin registers a running bridge under Integrations → Game engines with its URL and token. PWR reads the bridge's tool list, checks that it reports the expected engine, stores the token encrypted and records the tools. Tools then follow the normal integration path: an admin approves them, grants them to an agent and activates the integration. Every call is logged.
Bridge tools
| Tool | Risk | What it does |
|---|---|---|
list_scenes, scene_hierarchy, get_component_properties, asset_inventory, console_log | read | Inspect scenes, objects, components, assets and the console |
open_scene | write | Open a .unity scene under Assets/ |
set_serialized_property | write | Set a serialized property with type checking and undo |
add_component, instantiate_prefab | write | Add a component or instantiate a prefab, with undo |
save_scene | write | Save the open scene |
run_tests | write | Run EditMode or PlayMode tests |
build_player | write | Build a player into a path inside the project |
capture_screenshot | read | Capture the Game view and report frame time |
Safety rules in the bridge
- Paths must be project-relative and under
Assets/orProjectSettings/. Traversal and absolute paths are refused. - Changes are refused while the editor is in Play Mode, and all calls are refused while it is compiling.
- There is no tool for running arbitrary C# or menu commands.
- A wrong property path or a type mismatch is rejected with the list of known properties rather than guessed.
Evidence and review
When a game project has a profile, the worker collects capture evidence after the validation command: build and test results, screenshots, metrics and a visual comparison against approved baselines. An admin can approve a screenshot as the baseline. A view counts as changed when more than 1.0% of pixels differ by default.
The independent reviewer is told which serialized engine assets changed (.unity, .prefab, .asset, .mat, .meta and others) and to treat hand-edited engine assets as high risk.
PWR does not judge whether a game looks or plays right. Screenshots and metrics are evidence for a human.
What requires an engine worker
An engine worker is an execution host with the exact Unity editor version installed, an activated Unity licence, Linux build support and the bridge package. Game-view screenshots and Play Mode tests also need a display.
Status: No engine workers have been provisioned. Until they are, Unity builds, tests, scene changes and captures cannot run on PWR. Unity licensing for automated use is a prerequisite that has not been arranged.
Not available
Save-game checks, input testing and mobile viewport testing are not built for Unity.