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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

  1. Read the relevant reference file(s) from the Code Examples section below
  2. Construct C# code based on the reference examples
  3. For multiline snippets, write the C# statements to a temporary .csx file and execute npx --yes uloop-cli@2.2.0 execute-dynamic-code --code-file <path>
  4. Use npx --yes uloop-cli@2.2.0 execute-dynamic-code --code '<code>' only for short one-line snippets
  5. If execution fails, adjust code and retry
  6. 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 .cmd shims can lose lines from multiline inline arguments before uloop receives 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 example npx --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 as parameters["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 success
  • Result: string — value of the snippet's return statement (empty when omitted)
  • Logs: string[] — execution diagnostics from the dynamic-code runner, not Unity Console entries
  • CompilationErrors: object[] — Roslyn diagnostics with Message, Line, Column, ErrorCode, optional Hint and Suggestions
  • ErrorMessage: string — top-level failure summary (empty on success)
  • Error: string — alias of ErrorMessage
  • SecurityLevel: string — dynamic-code security level active for the request
  • UpdatedCode: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)
  • DiagnosticsSummary: string|null — compact summary when diagnostics are available
  • Diagnostics: object[] — structured diagnostics; same shape as CompilationErrors, 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:

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。

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