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uloop-compile

Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.

ソース情報

リポジトリ
Haruma-K/UnityScreenNavigator
ソースの最終更新活動
2026年8月18日 12:58
検出された SKILL.md の言語
英語
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1,123
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107

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SKILL.md
ソースの指示 · 読み取り専用プレビュー
name
uloop-compile
description
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
# npx --yes uloop-cli@2.2.0 compile Execute Unity project compilation. ## Usage ```bash npx --yes uloop-cli@2.2.0 compile [--force-recompile <true|false>] [--wait-for-domain-reload <true|false>] ``` ## Parameters | Parameter | Type | Default | Description | |-----------|------|---------|-------------| | `--force-recompile` | boolean value | `false` | Force full recompilation (triggers Domain Reload). Rarely needed — see "When to use --force-recompile" below. Pass `true` or `false`; bare flags are not accepted. | | `--wait-for-domain-reload` | boolean value | `false` | Wait until Domain Reload completes before returning. Pass `true` or `false`; bare flags are not accepted. | ## When to use --force-recompile Almost never. Unity itself detects changed files — even when they were edited outside the Editor, a plain `npx --yes uloop-cli@2.2.0 compile` runs every recompilation the changes require. A forced full recompile can freeze the Editor for a long time on large projects, and with `--wait-for-domain-reload true` the response crosses a Domain Reload so `Success` comes back as `null`, making it useless as a verification step. The only legitimate use: surfacing warnings hidden by other asmdefs with a full build. ## Global Options | Option | Description | |--------|-------------| | `--project-path <path>` | Optional. Use only when the target Unity project is not the current directory. | ## Examples ```bash # Check compilation npx --yes uloop-cli@2.2.0 compile # Force full recompilation npx --yes uloop-cli@2.2.0 compile --force-recompile true # Force recompilation and wait for Domain Reload completion npx --yes uloop-cli@2.2.0 compile --force-recompile true --wait-for-domain-reload true # Wait for Domain Reload completion even without force recompilation npx --yes uloop-cli@2.2.0 compile --force-recompile false --wait-for-domain-reload true ``` ## Output Returns JSON: - `Success`: boolean - `ErrorCount`: number - `WarningCount`: number ## Troubleshooting Diagnose the failure mode before retrying. **Stale lock files** (CLI hangs or shows "Unity is busy" while Unity Editor *is* running): ```bash npx --yes uloop-cli@2.2.0 fix ``` This removes any leftover lock files (`compiling.lock`, `domainreload.lock`, `serverstarting.lock`) from the Unity project's Temp directory. Then retry `npx --yes uloop-cli@2.2.0 compile`. **Unity Editor not running** (CLI returns a connection failure and no Unity process is alive): ```bash npx --yes uloop-cli@2.2.0 launch ``` `npx --yes uloop-cli@2.2.0 launch` auto-detects the project at the current working directory and opens it in the matching Unity Editor version. After Unity finishes launching, retry `npx --yes uloop-cli@2.2.0 compile`.
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