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Daisuke Tsukada edited this page Aug 26, 2025 · 1 revision

Frequently Asked Questions

General Questions

What is Unity Remote Server?

Unity Remote Server is a lightweight HTTP server that runs inside Unity Editor, providing REST APIs for remote control and automation. It enables automated testing, CI/CD integration, and remote development workflows.

How does it work?

The server starts automatically when Unity Editor launches and listens on port 8787 (by default). It provides REST API endpoints that allow external tools and scripts to control Unity operations like building, refreshing assets, and monitoring compilation.

Is it secure?

Yes, by default the server only binds to localhost (127.0.0.1), preventing external access. All operations require Unity Editor to be running locally.

What Unity versions are supported?

Unity 2020.3 LTS and higher. The package has been tested with:

  • Unity 2020.3 LTS
  • Unity 2021.3 LTS
  • Unity 2022.3 LTS
  • Unity 2023.1+

Is it free to use?

Yes, Unity Remote Server is open source under the MIT License.

Installation

How do I install it?

Three methods:

  1. Unity Package Manager (Recommended):

    • Add via git URL: https://github.com/dsgarage/UnityRemoteServer.git
  2. Unity Package File:

    • Download .unitypackage from Releases
    • Import into Unity
  3. Manual:

    • Download and extract to your project's Packages or Assets folder

Do I need to configure anything?

No, the server starts automatically with zero configuration. You can optionally customize settings like port number.

Can I use it with existing projects?

Yes, it's designed to be non-intrusive and works with any Unity project.

Usage

How do I know if the server is running?

Check the Unity Console for:

[Remote] Listening on http://127.0.0.1:8787/

Or test with:

curl http://127.0.0.1:8787/health

Can I use it from any programming language?

Yes! The REST API can be accessed from any language that supports HTTP:

  • Shell scripts (curl)
  • Python
  • Node.js
  • C#
  • Java
  • Any other language with HTTP support

What operations can I perform?

  • Build projects for any platform
  • Refresh and reimport assets
  • Monitor compilation status
  • Read console logs and errors
  • Clear console
  • Custom operations via extension

Can I add custom endpoints?

Yes, you can register custom endpoints:

RemoteServer.RegisterCustomEndpoint("/custom/hello", (context) => {
    RemoteServer.SendJsonResponse(context, new { message = "Hello!" });
});

CI/CD Integration

Does it work with GitHub Actions?

Yes, we provide examples for GitHub Actions integration. See CI/CD Integration guide.

Can I use it with Jenkins/GitLab/Azure DevOps?

Yes, it works with any CI/CD system that can make HTTP requests. We provide examples for popular CI/CD platforms.

How do I use it in Docker?

Unity can run in Docker with Remote Server. See our Docker examples in the CI/CD Integration guide.

Can I run builds on a build server?

Yes, as long as Unity Editor can run on the build server (with appropriate license).

Troubleshooting

Why can't I connect to the server?

Common causes:

  1. Unity Editor is not running
  2. Package not installed correctly
  3. Port 8787 is blocked or in use
  4. Firewall blocking local connections

Why does my build fail?

Check:

  1. Unity Console for errors
  2. Build settings are configured correctly
  3. Required platform modules are installed
  4. Sufficient disk space

Can I change the port?

Yes:

DSGarage.UnityRemoteServer.RemoteServer.Port = 8080;

How do I debug issues?

Enable debug logging:

DSGarage.UnityRemoteServer.RemoteServer.EnableDebugLogging = true;

Performance

Does it affect Unity Editor performance?

Minimal impact. The server runs on a separate thread and only processes requests when received.

How many requests can it handle?

The server can handle multiple concurrent requests, but Unity operations are queued to the main thread for safety.

Can I use it with large projects?

Yes, it's designed to work efficiently with projects of any size.

Advanced Usage

Can I run multiple Unity instances?

Yes, each instance needs a different port:

  • Instance 1: Port 8787
  • Instance 2: Port 8788
  • etc.

Can I access it from another machine?

Not recommended for security. The server binds to localhost only. If absolutely needed, you can modify the binding address, but this exposes your Unity Editor to network attacks.

Does it work with Unity Cloud Build?

No, Unity Cloud Build doesn't run Unity Editor. Remote Server requires a local Unity Editor instance.

Can I use it for multiplayer testing?

While not designed for real-time multiplayer, you could use it to orchestrate multiple Unity instances for testing.

Platform Support

Does it work on Windows?

Yes, fully supported on Windows 10 and 11.

Does it work on macOS?

Yes, fully supported on macOS 10.14 and higher, including Apple Silicon.

Does it work on Linux?

Yes, works on Ubuntu, Debian, and other distributions that support Unity Editor.

Can I build for mobile platforms?

Yes, you can build for:

  • Android (APK/AAB)
  • iOS (Xcode project)

Ensure you have the appropriate platform modules installed.

Comparison

How is this different from Unity's built-in automation?

Unity Remote Server provides:

  • REST API interface (no Unity knowledge required)
  • Language-agnostic (use any programming language)
  • Real-time status monitoring
  • Easy CI/CD integration

vs Unity Batch Mode?

Batch mode is command-line only. Remote Server provides:

  • Interactive API while Unity runs
  • Real-time feedback
  • Multiple operations without restart
  • Better error reporting

vs Unity Cloud Build?

Unity Cloud Build is a cloud service. Remote Server:

  • Runs locally (no cloud dependency)
  • Free and open source
  • Full control over build environment
  • Instant feedback

Contributing

How can I contribute?

  • Report bugs via GitHub Issues
  • Submit pull requests
  • Improve documentation
  • Share your use cases

Where do I report bugs?

Create an issue on GitHub with:

  • Unity version
  • Operating system
  • Steps to reproduce
  • Error messages

Can I use it in commercial projects?

Yes, the MIT License allows commercial use.

Future Plans

What features are planned?

  • WebSocket support for real-time updates
  • More built-in endpoints
  • Unity Cloud Build integration
  • Performance profiling endpoints
  • Asset bundle building

Will you support older Unity versions?

We focus on LTS versions. Older versions might work but aren't officially supported.

Is there a roadmap?

Check our GitHub Projects for planned features.

More Questions?

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