Locus Unity Bridge
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
Agent skill
by CyberAgentGameEntertainment in CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .claude/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-codeType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/uloop-execute-dynamic-code .agents/skills/uloop-execute-dynamic-code && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .agents/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/uloop-execute-dynamic-code .cursor/skills/uloop-execute-dynamic-code && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .cursor/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/CyberAgentGameEntertainment/NovaShader.git --path .claude/skills/uloop-execute-dynamic-code--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/uloop-execute-dynamic-code .gemini/skills/uloop-execute-dynamic-code && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .gemini/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-codeInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/uloop-execute-dynamic-code .github/skills/uloop-execute-dynamic-code && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .github/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add CyberAgentGameEntertainment/NovaShader --skill uloop-execute-dynamic-code -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-execute-dynamic-code --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/CyberAgentGameEntertainment/NovaShader.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/uloop-execute-dynamic-code .opencode/skills/uloop-execute-dynamic-code && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "uloop-execute-dynamic-code" agent skill from https://github.com/CyberAgentGameEntertainment/NovaShader/tree/main/.claude/skills/uloop-execute-dynamic-code into .opencode/skills/uloop-execute-dynamic-code/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-execute-dynamic-code", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
uloop-execute-dynamic-codeExecute 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. 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.
Read from SKILL.md and the folder at commit 7f0a400. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from CyberAgentGameEntertainment/NovaShader at commit 7f0a400, republished under its MIT licence (© CyberAgentGameEntertainment). 965 words, ~1,931 tokens.
.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.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.
| Parameter | Type | Default | Description |
|---|---|---|---|
--code | string | - | Inline C# statements to execute. Direct statements only; return is optional, and using directives may appear at the top of the snippet. |
--parameters | object | - | 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-reload | flag | - | 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-requests | flag | - | 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.Write direct statements from your own Unity API knowledge — no class/namespace/method wrappers. Return is optional.
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)).
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.
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.
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:
| Scenario | Recommended tool | Why |
|---|---|---|
| Verify that a uGUI element responds through the real EventSystem pointer path | simulate-mouse-ui | Fires 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 scroll | simulate-mouse-input | Injects 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 precondition | execute-dynamic-code | Direct automation without reproducing the full input pipeline. |
| Drive custom runtime behavior that does not map cleanly to the built-in input tools | execute-dynamic-code | Calls project-specific methods and prototypes one-off flows immediately. |
Returns JSON:
Success: boolean — overall execution successResult: 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-logsPartialResults (object, optional): values that a snippet explicitly saves before it completes or failsCompilationErrors: object[] — Roslyn diagnostics with Message, Line, Column, ErrorCode, optional Hint and SuggestionsError / 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 availableDiagnostics: object[] — structured diagnostics; same shape as CompilationErrors, usually populated together with itWarning (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:
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
SKILL.md and 2 other files (references) in .claude/skills/uloop-execute-dynamic-code of CyberAgentGameEntertainment/NovaShader.
Open the folder on GitHubat commit 7f0a400
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.
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Uloop Execute Dynamic Code this skillCyberAgentGameEntertainment/NovaShader | 1.6k | 1 repos | ~1.9k | Automated safety check: Pass | MIT | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 275 | — | ~4k | Automated safety check: Pass | MIT | |
| Gameobject Component List AllIvanMurzak/Unity-MCP | 4.4k | — | ~846 | Automated safety check: Pass | Apache-2.0 | |
| Validate GsdkPlayFab/gsdk | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | |
| Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes | 929 | — | ~790 | Automated safety check: Pass | MIT | |
| Unity PluginTomLeeLive/openclaw-unity-plugin | 106 | — | ~5.1k | Automated safety check: Pass | Apache-2.0 |
Misaka-Mikoto-Tech/agent-skills
A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…
IvanMurzak/Unity-MCP
List the fully-qualified C type names of every concrete UnityEngine.Component subclass available in the project.
PlayFab/gsdk
Validates PlayFab Game Server SDK (GSDK) integrations in game server projects.
FlameskyDexive/Legends-Of-Heroes
AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills.
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
CyberAgentGameEntertainment/NovaShader
Simulate keyboard input in PlayMode through Unity Input System.
CyberAgentGameEntertainment/NovaShader
Simulate Mouse.current input in PlayMode through Unity Input System.
CyberAgentGameEntertainment/NovaShader
Control Unity Editor Play Mode. An agent skill from CyberAgentGameEntertainment/NovaShader.
CyberAgentGameEntertainment/NovaShader
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.
CyberAgentGameEntertainment/NovaShader
Launch or restart Unity Editor. An agent skill from CyberAgentGameEntertainment/NovaShader.
CyberAgentGameEntertainment/NovaShader
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…
Works with
Categories
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.
Uloop Execute Dynamic Code fits situations like: reachable scene/component state; scene/prefab/menu automation; playMode checks.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Uloop Execute Dynamic Code is instructions for the agent only.
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.
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.
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.
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.
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.
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.