uloop execute-dynamic-code
Execute C# code dynamically in Unity Editor.
Usage
uloop execute-dynamic-code --code '<c# code>'
Parameters
| Parameter | Type | Description |
|-----------|------|-------------|
| --code | string | C# code to execute (direct statements, no class wrapper) |
| --compile-only | boolean | Compile without execution |
| --auto-qualify-unity-types-once | boolean | Auto-qualify Unity types |
Code Format
Write direct statements only (no classes/namespaces/methods). Return is optional.
// Using directives at top are hoisted
using UnityEngine;
var x = Mathf.PI;
return x;
String Literals (Shell-specific)
| Shell | Method |
|-------|--------|
| bash/zsh/MINGW64/Git Bash | 'Debug.Log("Hello!");' |
| PowerShell | 'Debug.Log(""Hello!"");' |
Allowed Operations
- Prefab/material wiring (PrefabUtility)
- AddComponent + reference wiring (SerializedObject)
- Scene/hierarchy edits
- Inspector modifications
Forbidden Operations
- System.IO.* (File/Directory/Path)
- AssetDatabase.CreateFolder / file writes
- Create/edit .cs/.asmdef files
Global Options
| Option | Description |
|--------|-------------|
| --project-path <path> | Target a specific Unity project (mutually exclusive with --port). Path resolution follows the same rules as cd — absolute paths are used as-is, relative paths are resolved from cwd. |
| -p, --port <port> | Specify Unity TCP port directly (mutually exclusive with --project-path). |
Examples
bash / zsh / MINGW64 / Git 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
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
Returns JSON with execution result or compile errors.
Notes
For file/directory operations, use terminal commands instead.
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