fix: CLI Play no longer rewrites unsaved Scene files; --unsaved-changes chooses keep, save, or fail - #3048
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…ng them Play from Edit Mode always quietly saved dirty Scenes and the Prefab Stage, added to avoid save dialogs stalling a CLI Play start. Unity itself enters Play Mode with dirty Scenes kept in memory and shows no save prompt for them; the only Play-entry dialog (for [ExecuteInEditMode] scripts in Prefab Mode) appears regardless of dirtiness. The save therefore only rewrote Scene files, produced VCS noise for Scenes that turn dirty on open, and blocked Play for Untitled scenes. - Add --unsaved-changes keep|save|fail (lowercase CLI-own values, as in run-tests). keep, the default, saves nothing; save keeps the previous behavior; fail stops with the list of unsaved items. Resuming from pause never saves or checks. - save now names every saved item at the start of Warning. Warning is used because the project runner carries the initial response's Warning into its final output while it rebuilds the other fields from its status poll, so no runner change is needed. - The embedded catalog gains the UnsavedChanges property, a structural change, so the shared-input stamps are refreshed.
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Priority: ➖ Normal Estimated code review effort: 3 (Moderate) | ~20 minutes Change: Bug fix · Severity of issue fixed: Medium Sequence Diagram(s)sequenceDiagram
participant Caller
participant ControlPlayModeUseCase
participant Saver
participant PlayMode
Caller->>ControlPlayModeUseCase: Request Play with save policy
ControlPlayModeUseCase->>Saver: Detect unsaved changes
Saver-->>ControlPlayModeUseCase: Return dirty items
ControlPlayModeUseCase->>Saver: Save dirty items
Saver-->>ControlPlayModeUseCase: Return save result and remaining changes
ControlPlayModeUseCase->>PlayMode: Start when no blocking changes remain
Merge Risk: ⚪ Minimal · up to Play Mode now defaults to keeping unsaved edits in memory, with optional save or fail behavior. Blocked responses identify items that were already saved. No merge-blocking issues were found. Security Architecture ReviewSecurity architecture risk: 🔵 Low · up to The change makes saving explicit and reduces unintended file writes by default. The inspected startup path preserves compilation checks and blocks entry when the selected policy fails. No concrete security regression was identified, but reporting under interrupted saves or editor callbacks and restoration of in-memory edits were not fully established. Retained concerns Security review detailsSecurity Blast Radius
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🚥 Pre-merge checks | ✅ 6 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (6 passed)
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🧪 Generate unit tests (beta)
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Review comments at
@Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.cs:
- Line 319: Update the blocked-response path in SaveUnsavedEditorChanges to
include successfully saved items alongside failedChanges when calling
CreateUnsavedChangesBlockedResponse, so the CLI error identifies both rewritten
and failed files after a partial save.
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.agents/skills/uloop-control-play-mode/SKILL.md.agents/skills/uloop-control-play-mode/references/multiplayer-play-mode.md.claude/skills/uloop-control-play-mode/SKILL.md.claude/skills/uloop-control-play-mode/references/multiplayer-play-mode.mdAssets/Tests/Editor/ControlPlayModeUseCaseTests.csPackages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeSchema.csPackages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.csPackages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.mdPackages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/references/multiplayer-play-mode.mdcli/common/tools/default-tools.jsoncli/dispatcher/shared-inputs-stamp.jsoncli/project-runner/shared-inputs-stamp.jsondocs/focus-return-asset-handling.md
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With --unsaved-changes save, a partial save (a named Scene saved while an Untitled one fails) or a Scene that is dirty again after saving leaves rewritten files on disk, yet the blocked response listed only the failed or remaining items. The success path already names every saved item, so the blocked path now appends "Already saved: ..." to Message, the only field the CLI error envelope carries.
Summary
uloop control-play-mode --action Playno longer saves unsaved Scenes and the Prefab Stage before entering Play Mode. By default it now behaves like the Editor's Play button: unsaved edits stay in memory, and Unity restores them when Play Mode ends.--unsaved-changes keep|save|failoption chooses the behavior.savekeeps the old behavior and now reports what it saved.User Impact
git statusafter each Play and got mixed into the user's own changes. The response did not mention the save, and an Untitled scene made Play fail withCONTROL_PLAY_MODE_UNSAVED_CHANGES.keep(the default) enters Play Mode without touching Scene files, including when an Untitled scene is open.savewrites the dirty items first and lists each saved Scene and Prefab Stage at the start ofWarning.failstops withCONTROL_PLAY_MODE_UNSAVED_CHANGESand lists the unsaved items. Resuming a paused session never saves or checks, as before.Changes
ControlPlayModeSchema.UnsavedChanges(ControlPlayModeUnsavedChangesMode, defaultkeep). Values are lowercase CLI-own words, the same asrun-tests --unsaved-changes save|fail|discard(ADR 0006).ControlPlayModeUseCase: the unsaved-changes step runs only when Play enters Play Mode from Edit Mode, and branches on the mode.savechecks first whether anything is dirty. When nothing is, it does not report a save.--unsaved-changes keep.saveis blocked after writing some items (a partial save, or a Scene that is dirty again after saving),Messageends withAlready saved: .... Those files were rewritten even though Play did not start, and the CLI error envelope carries onlyMessage.Warningrather than a new response field: the project runner rebuilds its final output from its status poll and copies onlyWarning(and a few flags) from the initial response. A new field would be dropped without a runner change and release.[ExecuteInEditMode]scripts on the Prefab open in Prefab Mode, and it appears whether or not the stage is dirty.SKILL.md, the Multiplayer Play Mode reference, anddocs/focus-return-asset-handling.mddescribe the option.UnsavedChangesproperty, a structural change, so the shared-input stamps are refreshed.Verification
ControlPlayModeUseCaseTests: 7 new tests covering the default value,keep,savewith and without dirty items,failwith and without dirty items, and resume withfail. 5 of them failed before the implementation. The two existing save-failure tests now also check theAlready savedlist. WithControlPlayModeStoppedByTestsandDefaultToolsCatalogDriftTests, 49 tests pass.failreturnedCONTROL_PLAY_MODE_UNSAVED_CHANGESlisting the Untitled scene.keepstarted Play Mode, and the scene was still dirty after Stop.savewith a saved Scene started Play Mode, andWarningbegan withSaved unsaved changes before entering Play Mode (--unsaved-changes save): Scene: Assets/.../Probe.unity.go run ./cmd/sync-tool-docs --check,check-skill-size, andcheck-release-triggers -base origin/mainpass.Closes #3035