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Add pause toggle and single-frame step commands to the play mode command group. Both are simple pass-through commands that return immediate results: - play.pause: toggles EditorApplication.isPaused, returns "NotPlaying" if not in play mode - play.step: calls EditorApplication.Step(), returns "NotPlaying" if not in play mode - play.status: now reports "paused" state when isPaused is true Includes integration tests for both commands in and out of play mode, and updates the skill documentation. https://claude.ai/code/session_01W1jn7vA3zkSigPaRHxh6a4
Unity allows setting EditorApplication.isPaused while in edit mode, which causes play mode to start paused on the first frame. Remove the isPlaying guard so play.pause works in both modes. Returns "pauseOnPlay" state when armed in edit mode, "stopped" when disarmed. https://claude.ai/code/session_01W1jn7vA3zkSigPaRHxh6a4
States now always report current state (playing/paused/stopped) rather than action-specific values (stepped/NotPlaying/pauseOnPlay): - play.pause: returns state + pauseOnPlay boolean when armed in edit mode - play.step: returns "paused" on success, error NOT_PLAYING when not in play mode (exit code 1 with clear message) - play.status: includes pauseOnPlay field when pause is armed Removes PlayModeState.PauseOnPlay constant in favor of the boolean field on PlayModeResult.
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Summary
play pause(toggle pause) andplay step(advance one frame) CLI commandsplay.pauseworks in both play and edit mode — in edit mode it arms "pause on play" so play mode starts paused on first frameplay.stepreturns a properNOT_PLAYINGerror with exit code 1 when not in play modeplaying,paused,stoppedwith an orthogonalpauseOnPlayboolean field when armedplay.statusnow distinguishespausedfromplaying, and reportspauseOnPlaywhen armedTest plan