Agent skill

Uloop Execute Dynamic Code

by CyberAgentGameEntertainment in CyberAgentGameEntertainment/NovaShader

Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

MITAuto-check passedGame Development

Install Uloop Execute Dynamic Code

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

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

GitHub CLI
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --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-execute-dynamic-code .claude/skills/uloop-execute-dynamic-code && 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-execute-dynamic-code
GitHub stars
1.6k
Used in
1 other repo
Token cost
~1.9k tokens
SKILL.md length
965 words
Files
3 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

  • Reachable scene/component state
  • SKILL.md covers Parameters, Code Rules, Known transpiler constraints and Shell Quoting, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Scene/prefab/menu automation

What it does

Uloop Execute Dynamic Code is an agent skill from CyberAgentGameEntertainment/NovaShader. 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

Its SKILL.md is about 1.9k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/shell-quoting.md` and `references/transpiler-constraints.md`).

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

  • Reachable scene/component state
  • Scene/prefab/menu automation
  • PlayMode checks

Example prompts

  • “/uloop-execute-dynamic-code”

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 csharp).

    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 Execute Dynamic Code loads about 1.9k tokens when it runs, and up to ~2.4k if it reads all its reference files. Until then it costs about 50 tokens; SKILL.md has 965 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~50
When it runs · the whole SKILL.md, loaded when a task matches
~1.9k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.4k

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). 965 words, ~1,931 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-execute-dynamic-code/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
uloop-execute-dynamic-code
description
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
toolName
execute-dynamic-code

Task

Run focused C# snippets in the active Unity Editor with uloop execute-dynamic-code.

For basic selected GameObject discovery or property inspection, use find-game-objects --search-mode Selected before this tool. Use this tool after the built-in inspection tools are not enough or when you need to modify Unity state.

This tool can inspect reachable Unity state — GameObjects, components, public properties, static values, method results — but it cannot read local variables or intermediate calculations inside an already-running method. When those values matter, follow the uloop-pause-point skill: a pause point's CapturedVariables carries the locals, parameters, and instance fields at that line with no code edit or recompile, and while Unity stays paused UloopPausePoint.TryGetCapturedValue(name) gives this tool live captured references. That skill also covers the reverse combination — registering an EditorApplication.update watcher from this tool that freezes Unity on the first frame a runtime condition holds. Never poll or sleep inside a snippet; the body runs synchronously on the main thread.

Live state injection: when a running PlayMode session is merely in the wrong state — a stuck end-to-end scenario, a camera angle a raycast can never hit, a private flag blocking the path under test — fix the state instead of the code: write the field directly from this tool (reflection reaches private fields) and steer the session onward. Nothing recompiles and no domain reload happens, so the session's in-memory state survives intact. The snippet is a one-off diagnostic that never lands in source files, so project rules restricting reflection in production code are not violated.

Parameters

ParameterTypeDefaultDescription
--codestring-Inline C# statements to execute. Direct statements only; return is optional, and using directives may appear at the top of the snippet.
--parametersobject-Shell-quoted JSON object literal for reusing a snippet with varying data or keeping values outside the code. Values are exposed as parameters["param0"], parameters["param1"], and so on. Omit for most snippets; never pass a JSON string value.
--wait-for-domain-reloadflag-Wait for Domain Reload recovery after snippets that intentionally trigger Unity script reload or import work. Omit for normal inspection and editor-state workflows.
--yield-to-foreground-requestsflag-Allow foreground requests to preempt this execution

CLI-only flag, accepted instead of a schema parameter:

  • --code-file <path>: Read the C# statements from a file instead of --code. Use this when the active shell or launcher cannot preserve inline code exactly. Exactly one of --code or --code-file is required; combining them is an error.

Code Rules

Write direct statements from your own Unity API knowledge — no class/namespace/method wrappers. Return is optional.

csharp
using UnityEngine;
float x = Mathf.PI;
return x;

Prefer terminal commands for file operations and keep snippets focused on Unity Editor state that existing uloop tools cannot inspect or change.

This snippet runs in the Editor execution context: Screen.width and Screen.height are Editor pixels, not the Game View resolution. For a ray through the Game View center, use cam.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f)).

Known transpiler constraints

On CS8421, CS8820, or a surprising type error around numeric literals (e.g. Color32 needing (byte)255), read references/transpiler-constraints.md — snippets hoist literals in ways that constrain static local functions and lambdas.

Shell Quoting

In zsh/bash, single-quote the whole snippet so C# double quotes pass through unchanged: --code 'return "hi";'. If a snippet fails to parse, gets mangled by the shell, or you are on Windows/PowerShell, read references/shell-quoting.md — or switch to --code-file.

Show full SKILL.md (426 more words)Show less

When To Use Input Simulation Tools Instead

Calling UI handlers or runtime methods directly from a snippet is the better choice for targeted automation, direct state control, or quick diagnostics. Switch to the dedicated input tools only when the input route itself is part of what you need to verify:

ScenarioRecommended toolWhy
Verify that a uGUI element responds through the real EventSystem pointer pathsimulate-mouse-uiFires PointerDown / PointerUp / PointerClick / drag events through EventSystem raycasts instead of bypassing the UI input route.
Test gameplay that reads Mouse.current, button state, delta, or scrollsimulate-mouse-inputInjects Input System mouse state into Mouse.current so game code observes it like player input. Requires the New Input System (Input System Package (New) or Both); when that is unavailable, prefer an execute-dynamic-code workaround instead of changing project settings just to use the tool.
Jump straight to a known callback, invoke a method, inspect state, or set up a test preconditionexecute-dynamic-codeDirect automation without reproducing the full input pipeline.
Drive custom runtime behavior that does not map cleanly to the built-in input toolsexecute-dynamic-codeCalls project-specific methods and prototypes one-off flows immediately.

Output

Returns JSON:

  • Success: boolean — overall execution success
  • Result: string — value of the snippet's return statement (empty when omitted)
  • Logs: string[] — execution messages from the dynamic-code tool; read Unity Console Debug.Log output with get-logs
  • PartialResults (object, optional): values that a snippet explicitly saves before it completes or fails
  • CompilationErrors: object[] — Roslyn diagnostics with Message, Line, Column, ErrorCode, optional Hint and Suggestions
  • Error / ErrorMessage: string — top-level failure summary (empty on success)
  • UpdatedCode: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)
  • DiagnosticsSummary: string|null — compact summary when diagnostics are available
  • Diagnostics: object[] — structured diagnostics; same shape as CompilationErrors, usually populated together with it
  • Warning (string, optional): Set when Play Mode is running while the Unity Editor is unfocused. Progress may be throttled; run uloop focus-window, or use the pause-point --await/--trigger flow instead of polling for progress.

To retain an intermediate value across a later exception, opt in before the risky code:

csharp
UloopDynamicCodePartialResults.Set("completedSteps", completedSteps);

PartialResults contains only values explicitly saved this way. Ordinary local variables cannot be recovered after an exception unwinds the snippet. A cancellation that occurs before the snippet produces an execution result also returns no PartialResults.

On Success: false, inspect CompilationErrors first. If empty, read ErrorMessage (and Logs for extra context) — the failure may be a runtime exception, cancellation, or an "execution in progress" rejection, all of which return empty CompilationErrors. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.

© 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

SKILL.md and 2 other files (references) in .claude/skills/uloop-execute-dynamic-code of CyberAgentGameEntertainment/NovaShader.

  • SKILL.md
  • references/shell-quoting.md
  • references/transpiler-constraints.md

Open the folder on GitHubat commit 7f0a400

Used in 1 other repository

We found 3 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in CyberAgentGameEntertainment/NovaShader, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Uloop Execute Dynamic Code 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.

Uloop Execute Dynamic Code compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Uloop Execute Dynamic Code this skillCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.9kAutomated safety check: PassMIT
Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT
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-plugin106—~5.1kAutomated safety check: PassApache-2.0

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Works with

Questions about Uloop Execute Dynamic Code

What does Uloop Execute Dynamic Code do?

Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough. Uloop Execute Dynamic Code is an agent skill from CyberAgentGameEntertainment/NovaShader. Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

When should I use Uloop Execute Dynamic Code?

Uloop Execute Dynamic Code fits situations like: reachable scene/component state; scene/prefab/menu automation; playMode checks.

How do I install Uloop Execute Dynamic Code in Claude Code?

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

How do I install Uloop Execute Dynamic Code in Codex?

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

Can I use Uloop Execute Dynamic Code 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-execute-dynamic-code -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-execute-dynamic-code, .gemini/skills/uloop-execute-dynamic-code, .github/skills/uloop-execute-dynamic-code and .opencode/skills/uloop-execute-dynamic-code in your project.

What does Uloop Execute Dynamic Code need to run?

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

Does Uloop Execute Dynamic Code 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 Execute Dynamic Code 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 Execute Dynamic Code use?

Uloop Execute Dynamic Code 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 Execute Dynamic Code use?

About 1.9k tokens (SKILL.md is roughly 7.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 446 tokens, read only when the agent opens those files.

What are the alternatives to Uloop Execute Dynamic Code?

Skills that share tags, products or a category with Uloop Execute Dynamic Code: Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 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 Execute Dynamic Code?

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.