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kurotu
GitHub クリエイタープロフィール

kurotu

3 件の GitHub リポジトリにある 25 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
25
リポジトリ
3
更新
2026-07-04
リポジトリエクスプローラー

リポジトリと代表的な skills

uloop-execute-dynamic-code
ソフトウェア開発者

Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.

2026-07-04
uloop-clear-console
ソフトウェア開発者

Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.

2026-06-26
uloop-compile
ソフトウェア開発者

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

2026-06-26
uloop-control-play-mode
ソフトウェア開発者

Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.

2026-06-26
uloop-find-game-objects
ソフトウェア開発者

Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.

2026-06-26
uloop-focus-window
ソフトウェア開発者

Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.

2026-06-26
uloop-get-hierarchy
ソフトウェア開発者

Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.

2026-06-26
uloop-get-logs
ソフトウェア開発者

Read current Unity Console entries from a running Editor. Use during bug investigation after compile, tests, PlayMode, or dynamic code to inspect logs, warnings, errors, and stack traces.

2026-06-26
このリポジトリの収集済み skills 18 件中、上位 8 件を表示しています。
uloop-execute-dynamic-code
ソフトウェア開発者

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.

2026-03-31
uloop-execute-menu-item
ソフトウェア開発者

Execute Unity Editor menu commands programmatically. Use when you need to: (1) Trigger menu commands like save, build, or refresh, (2) Automate editor actions via menu paths, (3) Run custom menu items defined in project scripts.

2026-03-31
uloop-screenshot
ソフトウェア開発者

Capture screenshots of Unity Editor windows as PNG files. Use when you need to: (1) Screenshot Game View, Scene View, Console, Inspector, or other windows, (2) Capture current visual state for debugging or documentation, (3) Save editor window appearance as image files.

2026-03-31
uloop-simulate-keyboard
ソフトウェア品質保証アナリスト・テスター

Simulate keyboard key input in PlayMode via Input System. Use when you need to: (1) Press game control keys like WASD, Space, or Shift during PlayMode, (2) Hold keys down for continuous movement or actions, (3) Combine multiple held keys for complex input like Shift+W for sprint.

2026-03-31
uloop-simulate-mouse-input
ソフトウェア開発者

Simulate mouse input in PlayMode via Input System. Injects button clicks, mouse delta, and scroll wheel directly into Mouse.current. Use when you need to: (1) Click in games that read Mouse.current.leftButton.wasPressedThisFrame, (2) Right-click for actions like block placement, (3) Inject mouse delta for FPS camera control, (4) Inject scroll wheel for hotbar switching or zoom. For UI elements with IPointerClickHandler, use simulate-mouse-ui instead.

2026-03-31
uloop-simulate-mouse-ui
ソフトウェア品質保証アナリスト・テスター

Simulate mouse click, long-press, and drag on PlayMode UI elements via EventSystem screen coordinates. Use when you need to: (1) Click buttons or interactive UI elements during PlayMode testing, (2) Drag UI elements from one position to another, (3) Hold a drag at a position for inspection before releasing, (4) Long-press UI elements that respond to sustained pointer-down. For game logic that reads Input System (e.g. WasPressedThisFrame), use simulate-mouse-input instead.

2026-03-31
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