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67 changes: 34 additions & 33 deletions .claude/skills/uloop-execute-dynamic-code/SKILL.md
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---
name: uloop-execute-dynamic-code
description: "Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations. NOT for file I/O or script authoring."
description: "Execute C# code dynamically in Unity Editor. Use when you need to: (1) Wire prefab/material references and AddComponent operations, (2) Edit SerializedObject properties and reference wiring, (3) Perform scene/hierarchy edits and batch operations, (4) PlayMode automation (click buttons, raycast, invoke methods), (5) PlayMode UI controls (InputField, Slider, Toggle, Dropdown), (6) PlayMode inspection (scene info, reflection, physics state). NOT for file I/O or script authoring."
context: fork
---

# uloop execute-dynamic-code
# Task

Execute C# code dynamically in Unity Editor.
Execute the following request using `uloop execute-dynamic-code`: $ARGUMENTS

## Usage
## Workflow

1. Read the relevant reference file(s) from the Code Examples section below
2. Construct C# code based on the reference examples
3. Execute via Bash: `uloop execute-dynamic-code --code '<code>'`
4. If execution fails, adjust code and retry
5. Report the execution result

## Tool Reference

```bash
uloop execute-dynamic-code --code '<c# code>'
```

## Parameters
### Parameters

| Parameter | Type | Default | Description |
|-----------|------|---------|-------------|
| `--code` | string | - | C# code to execute (direct statements, no class wrapper) |
| `--compile-only` | boolean | `false` | Compile without execution |
| `--parameters` | object | - | Runtime parameters passed to the snippet (advanced; usually unnecessary) |

## Code Format
### Code Format

Write direct statements only (no classes/namespaces/methods). Return is optional.

```csharp
// Using directives at top are hoisted
using UnityEngine;
var x = Mathf.PI;
return x;
```

## String Literals (Shell-specific)
### String Literals (Shell-specific)

| Shell | Method |
|-------|--------|
| bash/zsh | `'Debug.Log("Hello!");'` |
| PowerShell | `'Debug.Log(""Hello!"");'` |

## Allowed Operations
### Allowed Operations

- Prefab/material wiring (PrefabUtility)
- AddComponent + reference wiring (SerializedObject)
- Scene/hierarchy edits
- Inspector modifications

## Forbidden Operations
### Forbidden Operations

- System.IO.* (File/Directory/Path)
- AssetDatabase.CreateFolder / file writes
- Create/edit .cs/.asmdef files

## Global Options
### Global Options

| Option | Description |
|--------|-------------|
| `--project-path <path>` | Target a specific Unity project (mutually exclusive with `--port`) |
| `-p, --port <port>` | Specify Unity TCP port directly (mutually exclusive with `--project-path`) |

## Examples

### bash / zsh

```bash
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject("MyObject");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log("Hello from CLI!");'
```

### PowerShell

```powershell
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject(""MyObject"");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log(""Hello from CLI!"");'
```

## Output
### Output

Returns JSON with execution result or compile errors.

## Notes

For file/directory operations, use terminal commands instead.

## Code Examples by Category
Expand All @@ -99,3 +86,17 @@ For detailed code examples, refer to these files:
- Create ScriptableObjects, modify with SerializedObject
- **Scene operations**: See [references/scene-operations.md](references/scene-operations.md)
- Create/modify GameObjects, set parents, wire references, load scenes
- **Batch operations**: See [references/batch-operations.md](references/batch-operations.md)
- Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement
- **Cleanup operations**: See [references/cleanup-operations.md](references/cleanup-operations.md)
- Detect broken scripts, missing references, unused materials, empty GameObjects
- **Undo operations**: See [references/undo-operations.md](references/undo-operations.md)
- Undo-aware operations: RecordObject, AddComponent, SetParent, grouping
- **Selection operations**: See [references/selection-operations.md](references/selection-operations.md)
- Get/set selection, multi-select, filter by type/editability
- **PlayMode automation**: See [references/playmode-automation.md](references/playmode-automation.md)
- Click UI buttons, raycast interaction, invoke methods, set fields, tool combination workflows
- **PlayMode UI controls**: See [references/playmode-ui-controls.md](references/playmode-ui-controls.md)
- InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls
- **PlayMode inspection**: See [references/playmode-inspection.md](references/playmode-inspection.md)
- Scene info, game state via reflection, physics state, GameObject search, position/rotation
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