Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。
uloop-execute-dynamic-code
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.
インストール方法を見る含まれるファイル(14)
- SKILL.md6.3 KB
- references/asset-operations.md4.1 KB
- references/batch-operations.md8.5 KB
- references/cleanup-operations.md9.7 KB
- references/material-operations.md3.7 KB
- references/playmode-automation-powershell.md10.0 KB
- references/playmode-automation-zsh.md9.3 KB
- references/playmode-inspection.md4.4 KB
- references/playmode-ui-controls.md6.0 KB
- references/prefab-operations.md5.7 KB
- references/scene-operations.md5.1 KB
- references/scriptableobject.md5.3 KB
- references/selection-operations.md5.6 KB
- references/undo-operations.md4.8 KB
SKILL.md(原文)
インストールする前に、エージェントに与えられる指示の中身を確認できます。
Task
Execute the following request using npx --yes uloop-cli@2.2.0 execute-dynamic-code: $ARGUMENTS
For basic selected GameObject discovery or property inspection, use find-game-objects --search-mode Selected before this tool. Use this tool after the built-in inspection tools are not enough or when you need to modify Unity state.
Workflow
- Read the relevant reference file(s) from the Code Examples section below
- Construct C# code based on the reference examples
- For multiline snippets, write the C# statements to a temporary
.csxfile and executenpx --yes uloop-cli@2.2.0 execute-dynamic-code --code-file <path> - Use
npx --yes uloop-cli@2.2.0 execute-dynamic-code --code '<code>'only for short one-line snippets - If execution fails, adjust code and retry
- Report the execution result
Parameters
--code '<code>': Inline C# statements to execute. Use this for one-line snippets only.--code-file <path>: Read C# statements from a UTF-8 file. Prefer this for multiline snippets, especially on PowerShell, because Windows.cmdshims can lose lines from multiline inline arguments beforeuloopreceives them.- Shell quoting: bash/zsh uses single quotes, for example
npx --yes uloop-cli@2.2.0 execute-dynamic-code --code 'using UnityEngine; return Mathf.PI;'. PowerShell single-quoted strings can contain normal double quotes, for examplenpx --yes uloop-cli@2.2.0 execute-dynamic-code --code 'Debug.Log("Hello!");'. --parameters {}(advanced, optional): Pass an object when reusing a snippet with varying data or when keeping values outside the code. Values are exposed asparameters["param0"],parameters["param1"], and so on. Omit this flag for most snippets, and pass an object instead of a JSON string.--compile-only true(optional): Compile the snippet without executing it. Use this when you want Roslyn diagnostics before running new code.
Code Rules
Write direct statements only — no class/namespace/method wrappers. Return is optional.
using UnityEngine;
float x = Mathf.PI;
return x;
Forbidden — these will be rejected at compile time: System.IO.*, AssetDatabase.CreateFolder, creating/editing .cs/.asmdef files. Use terminal commands for file operations instead.
Output
Returns JSON:
Success: boolean — overall execution successResult: string — value of the snippet'sreturnstatement (empty when omitted)Logs: string[] — execution diagnostics from the dynamic-code runner, not Unity Console entriesCompilationErrors: object[] — Roslyn diagnostics withMessage,Line,Column,ErrorCode, optionalHintandSuggestionsErrorMessage: string — top-level failure summary (empty on success)Error: string — alias ofErrorMessageSecurityLevel: string — dynamic-code security level active for the requestUpdatedCode: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)DiagnosticsSummary: string|null — compact summary when diagnostics are availableDiagnostics: object[] — structured diagnostics; same shape asCompilationErrors, usually populated together with it
Use npx --yes uloop-cli@2.2.0 get-logs to retrieve Debug.Log, Debug.LogWarning, and Debug.LogError messages emitted by the snippet. On Success: false, inspect CompilationErrors first. If empty, read ErrorMessage (and Logs for extra context) — the failure may be a runtime exception, security violation, cancellation, or an "execution in progress" rejection, all of which return empty CompilationErrors. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.
Code Examples by Category
For detailed code examples, refer to these files:
- Prefab operations: See references/prefab-operations.md
- Create prefabs, instantiate, add components, modify properties
- Material operations: See references/material-operations.md
- Create materials, set shaders/textures, modify properties
- Asset operations: See references/asset-operations.md
- Find/search assets, duplicate, move, rename, load
- ScriptableObject: See references/scriptableobject.md
- Create ScriptableObjects, modify with SerializedObject
- Scene operations: See references/scene-operations.md
- Create/modify GameObjects, set parents, wire references, load scenes
- Batch operations: See references/batch-operations.md
- Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement
- Cleanup operations: See references/cleanup-operations.md
- Detect broken scripts, missing references, unused materials, empty GameObjects
- Undo operations: See references/undo-operations.md
- Undo-aware operations: RecordObject, AddComponent, SetParent, grouping
- Selection operations: See references/selection-operations.md
- Get/set selection, multi-select, filter by type/editability
- PlayMode automation (zsh): See references/playmode-automation-zsh.md
- Click UI buttons, invoke methods, set fields, tool combination workflows for zsh users
- PlayMode automation (PowerShell): See references/playmode-automation-powershell.md
- Click UI buttons, invoke methods, set fields, tool combination workflows for PowerShell users
- PlayMode UI controls: See references/playmode-ui-controls.md
- InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls
- PlayMode inspection: See references/playmode-inspection.md
- Scene info, game state via reflection, physics state, raycast checks, GameObject search, position/rotation
レビュー
まだレビューはありません。使ってみた感想をお寄せください。
同じリポジトリのスキル
概要と使いどころ
デザイン(Figma MCP出力・HTML/CSS・デザイン仕様)からUI Toolkit用UXML/USSを生成し、Unityへのインポート・シーン配置・コンパイル・スクショ検証・ゲームロジック結線検証まで自動で行う。「この画面をUnityに取り込んで」「UXML/USSにして」で使う。
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
日本語の概要は準備中です。原文の説明を表示しています。
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
日本語の概要は準備中です。原文の説明を表示しています。
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
日本語の概要は準備中です。原文の説明を表示しています。
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
日本語の概要は準備中です。原文の説明を表示しています。