Compile the Unity project and report errors/warnings. An agent skill from CyberAgentGameEntertainment/NovaShader.

MITAuto-check passedGame Development

Install Uloop Compile

skills CLI
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-compile -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-compile --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/uloop-compile .claude/skills/uloop-compile && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
uloop-compile
GitHub stars
1.6k
Token cost
~1.1k tokens
SKILL.md length
575 words
Files
1
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Compile the Unity project and report errors/warnings. An agent skill from CyberAgentGameEntertainment/NovaShader.

  • Game Development work in your project
  • SKILL.md covers Usage, Parameters, When to use --force-recompile and Output, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Compile is an agent skill from CyberAgentGameEntertainment/NovaShader. Compile the Unity project and report errors/warnings. Use after C edits.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with C#. The repository describes itself as: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/uloop-compile”

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a400. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Uloop Compile loads about 1.1k tokens when it runs. Until then it costs about 22 tokens; SKILL.md has 575 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~22
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from CyberAgentGameEntertainment/NovaShader at commit 7f0a400, republished under its MIT licence (© CyberAgentGameEntertainment). 575 words, ~1,085 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-compile/SKILL.md (or your agent's skills folder).
name
uloop-compile
description
Compile the Unity project and report errors/warnings. Use after C# edits.
toolName
compile

uloop compile

Execute Unity project compilation.

Usage

bash
uloop compile [--force-recompile] [--no-wait-for-domain-reload] [--stop-on-external-scene-changes] [--timeout-seconds <seconds>]

Parameters

ParameterTypeDefaultDescription
--force-recompileflag-Full recompile plus domain reload. Almost never needed: a plain compile already detects externally edited files, and the forced reload can freeze large projects and come back as COMPILE_RESULT_UNKNOWN.
--no-wait-for-domain-reloadflag-Return before Domain Reload completion
--stop-on-external-scene-changesflag-Stop before compilation if open Scene files changed externally instead of auto-reloading them
--timeout-secondsinteger600Maximum seconds the CLI waits for the compile to finish before returning COMPILE_WAIT_TIMEOUT (default 600). Values above 1200 exceed the Unity-side result retention window (20 minutes) and weaken post-timeout recovery.

When to use --force-recompile

--force-recompile is almost never needed. Detecting changed files is Unity's job: even when files were edited outside the Editor, a plain uloop compile refreshes assets and runs every recompilation the changes require. "The files were changed externally, so recompile everything just in case" is not a valid reason.

Why to avoid it:

  • On large projects a full recompile plus domain reload can freeze Unity for a long time.
  • The result crosses a domain reload, so it often comes back as COMPILE_RESULT_UNKNOWN and does not work as a verification step.
  • It puts the Editor into the unstable just-after-reload state for no benefit.

The one legitimate use case: you need warnings hidden by other asmdefs surfaced by a full build. Otherwise always run plain uloop compile.

Output

Returns JSON:

  • Success: boolean or null
  • ErrorCount: number or null
  • WarningCount: number or null
  • Warning (string, optional): set when compile was requested during Play Mode (Play session and pause points are discarded) or while hot-reload changes were active (a successful compile drops every patch; the edited sources are compiled in).
  • Message: string
  • ErrorCode: string or null. COMPILE_ALREADY_IN_PROGRESS when Unity is already compiling, COMPILE_EDITOR_UPDATING when the editor is updating, COMPILE_RESULT_UNKNOWN after a forced recompile that did not return a definitive result.
  • NextActions: string array or null. Corrective steps derived from the errors, e.g. the assembly that declares an unresolved namespace (CS0234), or, for CS0246 in a script under an asmdef, a reminder to check that asmdef's references (the type may instead be a typo — decide from the error).

When Unity stops compiling before the finish callback (Success: null, indeterminate), Message keeps the get-logs pointer and appends Recent Console errors: with the last few Console errors (typically the asmdef or compiler error that aborted the compile), so fix from that list before reaching for uloop get-logs.

Show full SKILL.md (174 more words)Show less

Troubleshooting

When Unity's API Updater asks for consent to rewrite source files during a CLI compile (the 'Script Updating Consent' dialog), uloop declines automatically — source files are never rewritten without explicit user consent — and the response's Warning discloses the decline. The obsolete-API errors the updater would have fixed appear in Errors; fix them in code, or have the user accept the dialog in an interactive Unity session. Outside CLI compiles, and for the separate 'API Update Required' dialog, the modal can still appear and uloop cannot click it: if compile times out while the Editor looks idle, ask the user to answer the dialog — never auto-dismiss it.

A compile that outlives your shell's output window keeps running inside Unity: the call may return with empty or truncated output while the compile is still in progress, and the next uloop command is rejected with "Unity is busy running 'compile'" until it finishes. That rejection is normal single-flight behavior, not a failure — wait and rerun the command; do not restart Unity or rerun compile to recover.

© CyberAgentGameEntertainment, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/uloop-compile of CyberAgentGameEntertainment/NovaShader.

Open the folder on GitHubat commit 7f0a400

Compare with similar skills

Uloop Compile next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Uloop Compile this skillCyberAgentGameEntertainment/NovaShader1.6k—~1.1kAutomated safety check: PassMIT
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Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes929—~790Automated safety check: PassMIT
Unity PluginTomLeeLive/openclaw-unity-plugin107—~5.1kAutomated safety check: PassApache-2.0

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  • Uloop Pause Point

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    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.

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Works with

Questions about Uloop Compile

What does Uloop Compile do?

Compile the Unity project and report errors/warnings. An agent skill from CyberAgentGameEntertainment/NovaShader. Uloop Compile is an agent skill from CyberAgentGameEntertainment/NovaShader. Compile the Unity project and report errors/warnings.

When should I use Uloop Compile?

Uloop Compile fits situations like: game Development work in your project.

How do I install Uloop Compile in Claude Code?

Run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-compile -a claude-code`. Or copy the skill folder (.claude/skills/uloop-compile in CyberAgentGameEntertainment/NovaShader) into .claude/skills/uloop-compile in your project. Claude Code loads it when a task matches its description.

How do I install Uloop Compile in Codex?

Run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-compile -a codex`. Or copy the skill folder (.claude/skills/uloop-compile in CyberAgentGameEntertainment/NovaShader) into .agents/skills/uloop-compile in your project. Codex loads it when a task matches its description.

Can I use Uloop Compile in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-compile -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/uloop-compile, .gemini/skills/uloop-compile, .github/skills/uloop-compile and .opencode/skills/uloop-compile in your project.

What does Uloop Compile need to run?

SKILL.md names no scripts, command-line tools or credentials: Uloop Compile is instructions for the agent only.

Does Uloop Compile access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Uloop Compile safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Uloop Compile use?

Uloop Compile is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Uloop Compile use?

About 1.1k tokens (SKILL.md is roughly 4.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Uloop Compile?

Skills that share tags, products or a category with Uloop Compile: Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars), Validate Gsdk (PlayFab/gsdk, 170 stars) and Aibridge Development Workflow (FlameskyDexive/Legends-Of-Heroes, 929 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uloop Compile?

CyberAgentGameEntertainment (a GitHub organization) maintains it in CyberAgentGameEntertainment/NovaShader, which has 1,622 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 7, 2026.

Source: CyberAgentGameEntertainment/NovaShader on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.