uloop-execute-dynamic-code

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

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Install skill "uloop-execute-dynamic-code" with this command: npx skills add hatayama/uloopmcp/hatayama-uloopmcp-uloop-execute-dynamic-code

Task

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

Workflow

  • Read the relevant reference file(s) from the Code Examples section below

  • Construct C# code based on the reference examples

  • Execute via Bash: uloop execute-dynamic-code --code '<code>'

  • If execution fails, adjust code and retry

  • Report the execution result

Tool Reference

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

Parameters

Parameter Type Default Description

--code

string

C# code to execute (direct statements, no class wrapper)

--compile-only

boolean false

Compile without execution

Code Format

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

using UnityEngine; var x = Mathf.PI; return x;

String Literals (Shell-specific)

Shell Method

bash/zsh '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 )

-p, --port <port>

Specify Unity TCP port directly (mutually exclusive with --project-path )

Output

Returns JSON with execution result or compile errors.

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

  • Batch operations: See references/batch-operations.md

  • Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement

  • Cleanup operations: See references/cleanup-operations.md

  • Detect broken scripts, missing references, unused materials, empty GameObjects

  • Undo operations: See references/undo-operations.md

  • Undo-aware operations: RecordObject, AddComponent, SetParent, grouping

  • Selection operations: See references/selection-operations.md

  • Get/set selection, multi-select, filter by type/editability

  • PlayMode automation: See 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

  • InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls

  • PlayMode inspection: See references/playmode-inspection.md

  • Scene info, game state via reflection, physics state, GameObject search, position/rotation

Source Transparency

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