Compile the Unity project and report errors/warnings. Use after C# edits.
원문 언어: 영어
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SkillsMP는 CyberAgentGameEntertainment/NovaShader에서 18개의 skill을 수집했습니다. skill을 열어 소스와 세부 정보를 확인하세요.
수집된 skill 18개 중 18개를 표시합니다.
Compile the Unity project and report errors/warnings. Use after C# edits.
원문 언어: 영어
Hot reload applies method-body edits and can add new methods and fields (added members are visible to edited code in the same reload within the same assembly); it can also change signatures: a return-type change applies only when the same reload (or an…
원문 언어: 영어
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a…
원문 언어: 영어
Run Unity Test Runner and report detailed results. Use for EditMode/PlayMode tests, change verification, or failure diagnosis.
원문 언어: 영어
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).
원문 언어: 영어
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
원문 언어: 영어
Control Unity Editor Play Mode. Use to Play (or Resume, its alias), Stop, Pause, or Step Play Mode, or query Status without side effects, for runtime behavior checks and frame inspection.
원문 언어: 영어
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
원문 언어: 영어
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
원문 언어: 영어
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
원문 언어: 영어
Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
원문 언어: 영어
Read current Unity Console entries from a running Editor. Use during bug investigation after compile, tests, PlayMode, dynamic code, or immediately after `uloop-pause-point`.
원문 언어: 영어
Launch or restart Unity Editor. Use only when Unity is not running or stays frozen after retries — not as a health check after a failed command; it brings the Unity window to the foreground as a side effect.
원문 언어: 영어
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
원문 언어: 영어
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
원문 언어: 영어
Set or inspect the Unity Game View custom rendering resolution.
원문 언어: 영어
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before…
원문 언어: 영어
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
원문 언어: 영어