ワンクリックで
uloop-compile
Compile the Unity project and report errors/warnings. Use after C# edits.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Compile the Unity project and report errors/warnings. Use after C# edits.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
| name | uloop-compile |
| toolName | compile |
| description | Compile the Unity project and report errors/warnings. Use after C# edits. |
Execute Unity project compilation.
uloop compile [--force-recompile] [--no-wait-for-domain-reload] [--stop-on-external-scene-changes]
| Parameter | Type | Default | Description |
|---|---|---|---|
--force-recompile | flag | - | Use for broader validation, including warnings hidden by other asmdefs; much slower than normal compile |
--no-wait-for-domain-reload | flag | - | Return before Domain Reload completion |
--stop-on-external-scene-changes | flag | - | Stop before compilation if open Scene files changed externally instead of auto-reloading them |
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
# Check compilation
uloop compile
# Start compilation without waiting for Domain Reload completion
uloop compile --no-wait-for-domain-reload
# Stop instead of auto-reloading externally changed open Scene files
uloop compile --stop-on-external-scene-changes
Returns JSON:
Success: boolean or nullErrorCount: number or nullWarningCount: number or nullMessage: string