editor-application-set-state

Set Unity Editor play state by applying isPlaying and isPaused inputs.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill editor-application-set-state-silac1995
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: editor-application-set-state
Source: https://github.com/Silac1995/My-World-Isekai-Unity/tree/main/.claude/skills/editor-application-set-state
Command: npx skills add https://github.com/Silac1995/My-World-Isekai-Unity --skill editor-application-set-state-silac1995

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Control the Unity Editor's play state programmatically, allowing automation to start, stop, or pause playmode from external tooling.

Core Features & Use Cases

  • Start, stop, or pause the Editor playmode via a CLI-enabled workflow.
  • Integrate with automated tests, debugging sessions, and CI pipelines requiring deterministic editor state.
  • Provide a stable, documented interface for manipulating editor state and assuming a known starting condition.

Quick Start

Run the editor-application-set-state tool with a JSON payload to configure isPlaying and isPaused.

Frequently Asked Questions about editor-application-set-state

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I control Unity Editor playmode state from a CLI workflow?

You can control the Unity Editor playmode state from a CLI workflow by applying boolean isPlaying and isPaused inputs to programmatically start, stop, or pause the editor.

Can I automate Unity Editor play state for automated testing pipelines?

Yes, you can automate the Unity Editor play state for automated testing pipelines by configuring isPlaying and isPaused to establish deterministic editor state conditions.

What inputs are required to set the Unity Editor play and pause state?

Setting the Unity Editor play and pause state requires boolean inputs for isPlaying and isPaused, which are validated to ensure correct editor state manipulation.

Does this tool provide feedback on the current Unity Editor state after applying changes?

Yes, the tool provides feedback on the current Unity Editor state by exposing an Output structure that describes the editor state after applying isPlaying and isPaused inputs.

What is the best way to integrate deterministic Unity playmode control into debugging sessions?

The best way to integrate deterministic Unity playmode control into debugging sessions is using a CLI-enabled workflow with validated boolean inputs to assume a known starting condition.