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fix: CLI Play no longer rewrites unsaved Scene files; --unsaved-changes chooses keep, save, or fail - #3048

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fix/control-play-mode-unsaved-changes
Sep 30, 2026
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hatayama merged 2 commits into
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fix/control-play-mode-unsaved-changes

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@hatayama hatayama commented Sep 30, 2026 •

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Summary

  • uloop control-play-mode --action Play no 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.
  • The new --unsaved-changes keep|save|fail option chooses the behavior. save keeps the old behavior and now reports what it saved.

User Impact

  • Before: every CLI Play rewrote dirty Scene files on disk. Scenes that turn dirty just by being opened (layout recalculation, objects that rebuild themselves in Edit Mode) showed up in git status after 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 with CONTROL_PLAY_MODE_UNSAVED_CHANGES.
  • After: keep (the default) enters Play Mode without touching Scene files, including when an Untitled scene is open. save writes the dirty items first and lists each saved Scene and Prefab Stage at the start of Warning. fail stops with CONTROL_PLAY_MODE_UNSAVED_CHANGES and lists the unsaved items. Resuming a paused session never saves or checks, as before.

Changes

  • ControlPlayModeSchema.UnsavedChanges (ControlPlayModeUnsavedChangesMode, default keep). Values are lowercase CLI-own words, the same as run-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.
    • save checks first whether anything is dirty. When nothing is, it does not report a save.
    • The blocked messages now point at --unsaved-changes keep.
    • When save is blocked after writing some items (a partial save, or a Scene that is dirty again after saving), Message ends with Already saved: .... Those files were rewritten even though Play did not start, and the CLI error envelope carries only Message.
  • Why the saved list goes in Warning rather than a new response field: the project runner rebuilds its final output from its status poll and copies only Warning (and a few flags) from the initial response. A new field would be dropped without a runner change and release.
  • Why the old save did not prevent dialogs: Unity enters Play Mode with dirty Scenes in memory and shows no save prompt for them. The one Play-entry dialog in Unity's C# reference source warns about [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, and docs/focus-return-asset-handling.md describe the option.
    • The embedded catalog gains the UnsavedChanges property, a structural change, so the shared-input stamps are refreshed.
    • The generated skill copies are regenerated.

Verification

  • ControlPlayModeUseCaseTests: 7 new tests covering the default value, keep, save with and without dirty items, fail with and without dirty items, and resume with fail. 5 of them failed before the implementation. The two existing save-failure tests now also check the Already saved list. With ControlPlayModeStoppedByTests and DefaultToolsCatalogDriftTests, 49 tests pass.
  • Manual check against a Unity 2022.3 Editor, using the dev CLI with a dirty scene:
    • fail returned CONTROL_PLAY_MODE_UNSAVED_CHANGES listing the Untitled scene.
    • The default keep started Play Mode, and the scene was still dirty after Stop.
    • save with a saved Scene started Play Mode, and Warning began with Saved unsaved changes before entering Play Mode (--unsaved-changes save): Scene: Assets/.../Probe.unity.
  • go run ./cmd/sync-tool-docs --check, check-skill-size, and check-release-triggers -base origin/main pass.

Closes #3035

…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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📒 Files selected for processing (2)
  • Assets/Tests/Editor/ControlPlayModeUseCaseTests.cs
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.cs

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📝 Walkthrough

Walkthrough

Adds keep, save, and fail options for unsaved changes when starting Play Mode from Edit Mode. The default is keep. Save failures or remaining changes can block the start, and successful saves are listed in a warning. The change updates the tool schema, implementation, tests, and documentation.

Changes

Play Mode unsaved changes

Layer / File(s) Summary
Define and describe the unsaved-changes policy
Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeSchema.cs, cli/common/tools/default-tools.json, Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/*, .agents/skills/uloop-control-play-mode/*, .claude/skills/uloop-control-play-mode/*, docs/focus-return-asset-handling.md, cli/dispatcher/shared-inputs-stamp.json, cli/project-runner/shared-inputs-stamp.json
Adds the keep, save, and fail options, with keep as the default. Updates tool descriptions and related documentation to describe the policies and their scope.
Apply policy during Play starts
Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.cs, Assets/Tests/Editor/ControlPlayModeUseCaseTests.cs
Passes the selected mode into Play starts. keep skips saving, save detects and saves changes, and fail blocks when changes exist. Tests cover save outcomes, blocking, warnings, defaults, and resuming a paused session.

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
Loading

Merge Risk: ⚪ Minimal · up to 4d0e4

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 Review

Security architecture risk: 🔵 Low · up to 4d0e4

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
No architecture-level concerns identified.

Security review details

Security Blast Radius

  • inferred — For a caller already able to invoke this tool, the inspected persistence exposure remains the assets backing dirty loaded Scenes and the current Prefab Stage in the connected editor. One save request can rewrite multiple such assets, but the new option does not select additional projects, services, tenants, or credentials.

Trust Boundaries and Controls

  • observed — The new mode is enforced inside the existing use-case boundary after compilation checks. It chooses a persistence policy rather than granting identity or authorization. keep can proceed with dirty state by design, while fail and unsuccessful save handling return a blocked response before Play state is changed.

Resilience and Maintainability Implications

  • inferred — Partial-persistence reporting improves visibility but relies on the initial detected set and returned failure paths, not a stable save-result snapshot. The failure branch does not re-detect. Accuracy when editor callbacks change the dirty set during saving therefore remains unverified; this is not evidence of an introduced security vulnerability.
🚥 Pre-merge checks | ✅ 6 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 14.81% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 27 functions across 3 files. Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (6 passed)
Check name Status Explanation
Linked Issues check ✅ Passed The changes directly address issue #3035 by adding keep, save, and fail behavior and reporting unsaved or saved items.
Out of Scope Changes check ✅ Passed The changes are limited to control-play-mode behavior, tests, generated documentation, catalog data, and related documentation updates.
Linked Issues check ✅ Passed The PR satisfies the coding objectives in [#3035]. ControlPlayModeSchema adds --unsaved-changes with keep, save, and fail, and defaults to keep. ControlPlayModeUseCase applies the policy…
Out of Scope Changes check ✅ Passed The changes stay within [#3035]. Source changes, tests, tool schemas, generated metadata, skill documentation, and multiplayer documentation implement or describe the new Play Mode unsaved-change poli…
Title check ✅ Passed The title clearly summarizes the main change: CLI Play now avoids rewriting unsaved Scene files by default and supports keep, save, and fail modes.
Description check ✅ Passed The description directly explains the new unsaved-change modes, default behavior, user impact, implementation, tests, and verification results.
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Actionable comments posted: 1


  • 🪄 Fix CodeRabbit comments on this PR
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Inline comments:
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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📒 Files selected for processing (13)
  • .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.md
  • Assets/Tests/Editor/ControlPlayModeUseCaseTests.cs
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeSchema.cs
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.cs
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/SKILL.md
  • Packages/src/Editor/FirstPartyTools/ControlPlayMode/Skill/references/multiplayer-play-mode.md
  • cli/common/tools/default-tools.json
  • cli/dispatcher/shared-inputs-stamp.json
  • cli/project-runner/shared-inputs-stamp.json
  • docs/focus-return-asset-handling.md

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Comment thread Packages/src/Editor/FirstPartyTools/ControlPlayMode/ControlPlayModeUseCase.cs Outdated
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.
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control-play-mode: Play always saves dirty Scenes before entering Play Mode, rewriting Scene files Unity would keep in memory

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