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.
Run focused C# snippets in the active Unity Editor with uloop execute-dynamic-code.
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.
This tool can inspect reachable Unity state — GameObjects, components, public properties, static values, method results — but it cannot read local variables or intermediate calculations inside an already-running method. When those values matter, follow the uloop-pause-point skill: a pause point's CapturedVariables carries the locals, parameters, and instance fields at that line with no code edit or recompile, and while Unity stays paused UloopPausePoint.TryGetCapturedValue(name) gives this tool live captured references. That skill also covers the reverse combination — registering an EditorApplication.update watcher from this tool that freezes Unity on the first frame a runtime condition holds. Never poll or sleep inside a snippet; the body runs synchronously on the main thread.
Live state injection: when a running PlayMode session is merely in the wrong state — a stuck end-to-end scenario, a camera angle a raycast can never hit, a private flag blocking the path under test — fix the state instead of the code: write the field directly from this tool (reflection reaches private fields) and steer the session onward. Nothing recompiles and no domain reload happens, so the session's in-memory state survives intact. The snippet is a one-off diagnostic that never lands in source files, so project rules restricting reflection in production code are not violated.
| Parameter | Type | Default | Description |
|-----------|------|---------|-------------|
| --code | string | - | Inline C# statements to execute. Direct statements only; return is optional, and using directives may appear at the top of the snippet. |
| --parameters | object | - | Shell-quoted JSON object literal for reusing a snippet with varying data or keeping values outside the code. Values are exposed as parameters["param0"], parameters["param1"], and so on. Omit for most snippets; never pass a JSON string value. |
| --wait-for-domain-reload | flag | - | Wait for Domain Reload recovery after snippets that intentionally trigger Unity script reload or import work. Omit for normal inspection and editor-state workflows. |
| --yield-to-foreground-requests | flag | - | Allow foreground requests to preempt this execution |
CLI-only flag, accepted instead of a schema parameter:
--code-file <path>: Read the C# statements from a file instead of --code. Use this when the active shell or launcher cannot preserve inline code exactly. Exactly one of --code or --code-file is required; combining them is an error.Write direct statements from your own Unity API knowledge — no class/namespace/method wrappers. Return is optional.
using UnityEngine;
float x = Mathf.PI;
return x;
Prefer terminal commands for file operations and keep snippets focused on Unity Editor state that existing uloop tools cannot inspect or change.
This snippet runs in the Editor execution context: Screen.width and Screen.height are Editor pixels, not the Game View resolution. For a ray through the Game View center, use cam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)).
On CS8421, CS8820, or a surprising type error around numeric literals (e.g. Color32
needing (byte)255), read references/transpiler-constraints.md
— snippets hoist literals in ways that constrain static local functions and lambdas.
In zsh/bash, single-quote the whole snippet so C# double quotes pass through unchanged: --code 'return "hi";'. If a snippet fails to parse, gets mangled by the shell, or you are on Windows/PowerShell, read references/shell-quoting.md — or switch to --code-file.
Calling UI handlers or runtime methods directly from a snippet is the better choice for targeted automation, direct state control, or quick diagnostics. Switch to the dedicated input tools only when the input route itself is part of what you need to verify:
| Scenario | Recommended tool | Why |
|----------|------------------|-----|
| Verify that a uGUI element responds through the real EventSystem pointer path | simulate-mouse-ui | Fires PointerDown / PointerUp / PointerClick / drag events through EventSystem raycasts instead of bypassing the UI input route. |
| Test gameplay that reads Mouse.current, button state, delta, or scroll | simulate-mouse-input | Injects Input System mouse state into Mouse.current so game code observes it like player input. Requires the New Input System (Input System Package (New) or Both); when that is unavailable, prefer an execute-dynamic-code workaround instead of changing project settings just to use the tool. |
| Jump straight to a known callback, invoke a method, inspect state, or set up a test precondition | execute-dynamic-code | Direct automation without reproducing the full input pipeline. |
| Drive custom runtime behavior that does not map cleanly to the built-in input tools | execute-dynamic-code | Calls project-specific methods and prototypes one-off flows immediately. |
Returns JSON:
Success: boolean — overall execution successResult: string — value of the snippet's return statement (empty when omitted)Logs: string[] — execution messages from the dynamic-code tool; read Unity Console Debug.Log output with get-logsPartialResults (object, optional): values that a snippet explicitly saves before it completes or failsCompilationErrors: object[] — Roslyn diagnostics with Message, Line, Column, ErrorCode, optional Hint and SuggestionsError / ErrorMessage: string — top-level failure summary (empty on success)UpdatedCode: 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 as CompilationErrors, usually populated together with itWarning (string, optional): Set when Play Mode is running while the Unity Editor is unfocused. Progress may be throttled; run uloop focus-window, or use the pause-point --await/--trigger flow instead of polling for progress.To retain an intermediate value across a later exception, opt in before the risky code:
UloopDynamicCodePartialResults.Set("completedSteps", completedSteps);
PartialResults contains only values explicitly saved this way. Ordinary local variables cannot be recovered after an exception unwinds the snippet. A cancellation that occurs before the snippet produces an execution result also returns no PartialResults.
On Success: false, inspect CompilationErrors first. If empty, read ErrorMessage (and Logs for extra context) — the failure may be a runtime exception, 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.
npx skills add hatayama/uloop-execute-dynamic-code下载完整 Skill 目录,包含 SKILL.md 及所有相关文件
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