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…

MITAuto-check passedGame Development

Install Uloop Hot Reload

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

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

GitHub CLI
$ gh skill install CyberAgentGameEntertainment/NovaShader uloop-hot-reload --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-hot-reload .claude/skills/uloop-hot-reload && 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-hot-reload
GitHub stars
1.6k
Token cost
~2k tokens
SKILL.md length
996 words
Files
6 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Game Development work in your project
  • SKILL.md covers Usage, Parameters, Status and How It Works, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Hot Reload is an agent skill from 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 return-type change applies only when the same reload (or an earlier one) covers the old signature's compiled callers, while a rename or parameter change applies as an added method and warns about compiled callers it leaves on the old signature. New types, or members referenced from other assemblies or from files that are…

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 6 other files, including reference files (for example `references/mechanism-and-lifecycle.md`, `references/output.md` and `references/pause-point-interaction.md`).

It sits in Game Development. 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”
  • “/uloop-hot-reload”

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 Hot Reload loads about 2k tokens when it runs, and up to ~12k if it reads all its reference files. Until then it costs about 153 tokens; SKILL.md has 996 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~153
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~12k

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). 996 words, ~1,968 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-hot-reload/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
uloop-hot-reload
description
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 earlier one) covers the old signature's compiled callers, while a rename or parameter change applies as an added method and warns about compiled callers it leaves on the old signature. New types, or members referenced from other assemblies or from files that are neither passed to the reload nor already hot-reloaded, require 'uloop compile'.
toolName
hot-reload

uloop hot-reload

Replaces method bodies in the running Editor (EditMode or PlayMode) directly from edited project source files — no domain reload, no attributes, no source markers. Private/internal member access, static methods, return values, async methods, and iterators all work within the limits below — including private access inside async, iterator, lambda, local-function, and LINQ-query bodies. Methods that cannot be patched are reported per method as Skipped or Failed; one unpatchable method never aborts the rest of the run.

Usage

bash
uloop hot-reload --files Assets/Scripts/Enemy.cs
uloop hot-reload --files Assets/Scripts/Enemy.cs,Assets/Scripts/Boss.cs
uloop hot-reload
uloop hot-reload --revert-all

Multiple files are passed as one comma-separated value (or a JSON array); array options consume exactly one value token.

A brand-new script — or any script under a brand-new .asmdef — cannot be hot-reloaded before its first import: Unity has not compiled it into any assembly yet. Run uloop compile once to import new files, then iterate on them with hot reload.

Parameters

ParameterTypeDefaultDescription
--filesarray-Project-relative .cs paths whose method bodies should be hot-reloaded. When omitted or empty on apply, selects the .cs sources whose bytes changed since the last compile snapshot, capped at 50 changed files per assembly with a warning when the cap trims the list; run uloop compile first when no snapshot exists, or pass explicit paths when no changed source is found
--revert-allflag-Remove every active hot-reload patch and clear the patch ledger. When set, --files is ignored
--statusflag-Lists the currently active changes (patched methods and added members) without applying or reverting anything.

When --files is omitted or empty, a source is selected only when its compilation assembly has a snapshot directory and that source has its own snapshot file. A missing per-file snapshot is left out rather than guessed as changed, so pass the file explicitly or run uloop compile to establish a complete baseline.

Status

uloop hot-reload --status lists the currently active changes without applying or reverting anything; it cannot be combined with --files or --revert-all. Patches are static Editor state, so after a domain reload it authoritatively reports zero. Each Active row's InvocationCount counts calls into the patched body since the patch was applied — read it as a reachability signal only while the code is actually being driven; interpretation rules are in references/troubleshooting.md.

How It Works

The edited files are grouped by the compiled assembly they belong to. Per group, every editable method body is rewritten into a static shim by an out-of-process Roslyn worker (private/internal access becomes accessor delegates where needed), the shims of the whole group compile into one shim assembly against publicized reference copies and load into the Editor domain, and each original method is patched with a Harmony transpiler (ID io.github.hatayama.uloop.hot-reload). Because a group shares one shim assembly, a body edited in one file can call a method or field added in another edited file of the same assembly. Re-running after a real edit replaces the patch; an unchanged file after a fully applied reload reports AlreadyActive rows and changes nothing, unless another edited file of the same assembly is in the reload — then it is re-applied with that group, and other files of the assembly that hold active patches and are unchanged since they were applied are re-applied too, so every active patch binds to the newest shim. With a compile-time source baseline, only methods whose bodies actually changed are patched (UnchangedTotal counts the rest), and a patched body that matches the baseline again is unpatched on that run.

Show full SKILL.md (432 more words)Show less

Scope in Brief

  • Patched: ordinary method bodies and property getters with a body.
  • Added members: new methods, fields, and supported properties apply as Added rows (see the scope reference for the property shapes still skipped), visible to edited code in the same reload within the same assembly (pass the declaring file and its callers together), and vanish on any compile or domain reload (an Editor-session illusion). New types, references from other assemblies or from files that are neither passed to the reload nor already hot-reloaded, reflection, serialization, and Unity message discovery need uloop compile.
  • Signature changes (return type, rename, parameters) follow the added-member rules. A return-type change is gated: it is Skipped unless the same reload — or an earlier one — has patched every live compiled caller of the old signature. A rename or parameter-list change is not gated: it follows the delete rules — the old signature is reported removed, and a Warnings entry names each compiled call site left on the old behavior until uloop compile.
  • Constructors, operators, compiled setter/init/indexer accessors, and event accessors are Skipped; finalizers and interface members are silently not applied. const and other outside-body edits never change runtime behavior (drift is warned where detectable).
  • A reload applies each file all-or-nothing: any Failed method leaves that file unapplied; patches in other files still apply, except bodies that call an added method whose own shim failed to compile — those are Skipped until it compiles.

Full rules and the Skipped/Failed condition tables: references/scope-and-limits.md.

Workflow

Treat hot reload as the exploration phase and uloop compile as the landing phase: keep edits inside the edited files, collect structural changes, and compile once — every compile drops all patches and pause points and resets the PlayMode session (the compile response's Warning states how many were live). While patches are active, AutoRefreshHeld is true so returning focus does not recompile; uloop compile or --revert-all releases the hold. One-shot methods (Awake, Start, initialization helpers) patch successfully but show no effect on the call that already ran; the response marks them with LifecycleNote. For values you expect to tune while playing, expose a static property getter instead of a const.

Reference Guides

All files live in references/ beside this skill; read the one whose trigger matches:

  • references/scope-and-limits.md — full scope rules: added members, signature changes, Skipped/Failed tables, source baselines, one-shot code, tunable getters.
  • references/mechanism-and-lifecycle.md — patch mechanism, convergence, what survives which reload, Editor-code iteration without PlayMode.
  • references/troubleshooting.md — Patched but no behavior change, JIT inlining, reading --status and InvocationCount.
  • references/pause-point-interaction.md — how patches re-target or suppress armed pause points; one-way reachability checks.
  • references/output.md — every response field: ErrorCode, NextActions, Methods rows, Warnings, totals.

© 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 5 other files (references) in .claude/skills/uloop-hot-reload of CyberAgentGameEntertainment/NovaShader.

  • SKILL.md
  • references/mechanism-and-lifecycle.md
  • references/output.md
  • references/pause-point-interaction.md
  • references/scope-and-limits.md
  • references/troubleshooting.md

Open the folder on GitHubat commit 7f0a400

Compare with similar skills

Uloop Hot Reload 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 Hot Reload compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Uloop Hot Reload this skillCyberAgentGameEntertainment/NovaShader1.6k—~2kAutomated safety check: PassMIT
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Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Uloop Hot Reload

What does Uloop Hot Reload do?

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…. Uloop Hot Reload is an agent skill from 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 return-type change applies only when the same reload (or an earlier one) covers the old signature's compiled callers, while a rename or parameter change applies as an added method and warns about compiled callers it leaves on the old signature.

When should I use Uloop Hot Reload?

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

How do I install Uloop Hot Reload in Claude Code?

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

How do I install Uloop Hot Reload in Codex?

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

Can I use Uloop Hot Reload 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-hot-reload -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-hot-reload, .gemini/skills/uloop-hot-reload, .github/skills/uloop-hot-reload and .opencode/skills/uloop-hot-reload in your project.

What does Uloop Hot Reload need to run?

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

Does Uloop Hot Reload 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 Hot Reload 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 Hot Reload use?

Uloop Hot Reload 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 Hot Reload use?

About 2k tokens (SKILL.md is roughly 7.9k 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 10k tokens, read only when the agent opens those files.

What are the alternatives to Uloop Hot Reload?

Skills that share tags, products or a category with Uloop Hot Reload: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uloop Hot Reload?

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.