--- title: execute_code sidebar_label: execute_code description: "Execute arbitrary C# code inside the Unity Editor." --- # `execute_code` > **Auto-generated** from the Python tool registry. Do not hand-edit outside `` blocks — the generator (`tools/generate_docs_reference.py`) will overwrite them. **Group:** `scripting_ext`  ·  **Module:** `services.tools.execute_code` ## Description Execute arbitrary C# code inside the Unity Editor. The code runs as a method body with access to UnityEngine and UnityEditor namespaces. Use 'return' to send data back. Compiled in-memory — no script files created. Actions: execute (run code), get_history (list past executions), replay (re-run a history entry), clear_history. NOTE: safety_checks blocks known dangerous patterns but is not a full sandbox. Compiler options: 'auto' (Roslyn if available, else CodeDom), 'roslyn' (C# 12+, requires Microsoft.CodeAnalysis), 'codedom' (C# 6 only). ## Parameters | Name | Type | Required | Description | |------|------|----------|-------------| | `action` | `Literal['execute', 'get_history', 'replay', 'clear_history']` | yes | Action to perform. | | `code` | `str \| None` | — | C# code to execute (for 'execute' action). Must be a valid method body. Access UnityEngine and UnityEditor namespaces. Use 'return' to send data back. | | `safety_checks` | `bool` | — | Enable basic blocked-pattern checks (File.Delete, Process.Start, infinite loops, etc). Not a full sandbox — advanced bypass is possible. Default: true. | | `index` | `int \| None` | — | History entry index to replay (for 'replay' action). | | `limit` | `int` | — | Number of history entries to return (for 'get_history' action, 1-50). Default: 10. | | `compiler` | `Literal['auto', 'roslyn', 'codedom']` | — | Compiler backend for 'execute' action. 'auto' uses Roslyn if Microsoft.CodeAnalysis is installed, else falls back to CodeDom. 'roslyn' forces Roslyn (C# 12+). 'codedom' forces legacy CSharpCodeProvider (C# 6). Default: auto. | ## Returns A `dict` containing the Unity response. The exact shape depends on the action. ## Examples *No examples yet. Add usage examples here — they will be preserved across regenerations.*