Agent Skills: Task

Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring.

UncategorizedID: hatayama/uLoopMCP/uloop-execute-dynamic-code

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pnpm dlx add-skill https://github.com/hatayama/uLoopMCP/tree/HEAD/.claude/skills/uloop-execute-dynamic-code

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.claude/skills/uloop-execute-dynamic-code/SKILL.md

Skill Metadata

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, (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."

Task

Execute the following request using uloop execute-dynamic-code: $ARGUMENTS

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

Parameters

  • --code '<code>' (required): Inline C# statements to execute. Use direct statements only; return is optional, and using directives may appear at the top of the snippet.
  • Shell quoting: bash/zsh uses single quotes, for example uloop execute-dynamic-code --code 'using UnityEngine; return Mathf.PI;'. PowerShell doubles inner quotes ('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.

Code Examples by Category

For detailed code examples, refer to these files: