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execute_code

Auto-generated from the Python tool registry. Do not hand-edit outside <!-- examples:start --><!-- examples:end --> blocks — the generator (tools/generate_docs_reference.py) will overwrite them.

Group: scripting_ext  ·  Module: services.tools.execute_code

Description

Execute arbitrary C# code inside the Unity Editor. The code runs as a method body with access to UnityEngine and UnityEditor namespaces. Use 'return' to send data back. Compiled in-memory — no script files created. Actions: execute (run code), get_history (list past executions), replay (re-run a history entry), clear_history. NOTE: safety_checks blocks known dangerous patterns but is not a full sandbox. Compiler options: 'auto' (Roslyn if available, else CodeDom), 'roslyn' (C# 12+, requires Microsoft.CodeAnalysis), 'codedom' (C# 6 only).

Parameters

NameTypeRequiredDescription
actionLiteral['execute', 'get_history', 'replay', 'clear_history']yesAction to perform.
codestr | NoneC# code to execute (for 'execute' action). Must be a valid method body. Access UnityEngine and UnityEditor namespaces. Use 'return' to send data back.
safety_checksboolEnable basic blocked-pattern checks (File.Delete, Process.Start, infinite loops, etc). Not a full sandbox — advanced bypass is possible. Default: true.
indexint | NoneHistory entry index to replay (for 'replay' action).
limitintNumber of history entries to return (for 'get_history' action, 1-50). Default: 10.
compilerLiteral['auto', 'roslyn', 'codedom']Compiler backend for 'execute' action. 'auto' uses Roslyn if Microsoft.CodeAnalysis is installed, else falls back to CodeDom. 'roslyn' forces Roslyn (C# 12+). 'codedom' forces legacy CSharpCodeProvider (C# 6). Default: auto.

Returns

A dict containing the Unity response. The exact shape depends on the action.

Examples

No examples yet. Add usage examples here — they will be preserved across regenerations.