Agent skill

Uloop Compile Check

by hatayama in hatayama/unity-cli-loop

Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.

MITAuto-check passedGame Development

Install Uloop Compile Check

skills CLI
$ npx skills add hatayama/unity-cli-loop --skill uloop-compile-check -a claude-code

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

GitHub CLI
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --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/hatayama/unity-cli-loop.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .claude/skills/uloop-compile-check && 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-check
GitHub stars
577
Token cost
~1.4k tokens
SKILL.md length
786 words
Files
1
Skills in repo
11
Repo updated
First seen
Licence
MIT

At a glance

Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.

  • Game Development work in your project
  • SKILL.md covers When to use, When not to use, Usage and Parameters, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Compile Check is an agent skill from hatayama/unity-cli-loop. Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.

Its SKILL.md is about 1.4k 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 Unity and C#. The repository describes itself as: Let AI Drive Unity, from Editor to Play Mode. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/uloop-compile-check”

What it can do on your machine

Read from SKILL.md and the folder at commit b05bd95. 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 Check loads about 1.4k tokens when it runs. Until then it costs about 38 tokens; SKILL.md has 786 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~38
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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 hatayama/unity-cli-loop at commit b05bd95, republished under its MIT licence (© hatayama). 786 words, ~1,415 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-compile-check/SKILL.md (or your agent's skills folder).
name
uloop-compile-check
description
Compile C# with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.
internal
true

uloop compile-check

Compile the project's C# offline and report the diagnostics, without starting Unity or sending anything to a running Editor.

The command replays the response files Unity wrote during its last build, using the C# compiler bundled with the Unity Editor install. Nothing it produces is loaded by Unity: the assemblies land in Library/uloop/compile-check/ and are never handed to the Editor.

When to use

  • The Editor is not running and you only want to know whether the code compiles.
  • You want compiler errors quickly, without waiting for an import and a domain reload.
  • You are iterating on code whose result does not need to be live in the Editor yet.

When not to use

  • You want the change reflected in the Editor (play mode, tests, a tool call): run uloop compile.

  • You just added or removed an .asmdef, added a reference to one, or changed scripting defines: run uloop compile once first. The response files describe the previous build only, so compile-check refuses the run with COMPILE_CHECK_UNITY_BUILD_REQUIRED instead of reporting diagnostics for a configuration the project no longer has.

  • The project has no Library yet (a fresh clone, or an Editor that has never opened it): there is no build to replay, so the run is refused with the same code. Let Unity build once; a headless run is enough and needs no window:

    bash
    <Unity executable> -batchmode -nographics -quit -projectPath /path/to/project

    uloop launch does the same with the Editor window open. After that one build, compile-check works without the Editor; it asks for another build when it detects an .asmdef change. A scripting define change it cannot detect, so run uloop compile yourself after one.

Usage

bash
uloop compile-check
uloop compile-check --all --project-path /path/to/project

By default it compiles the assemblies whose sources changed since the last Unity build, plus every assembly that references one of them. --all compiles every assembly in the build. Assemblies that do not depend on each other compile at the same time; --jobs caps how many run at once, and --jobs 1 compiles them one after another.

An assembly whose inputs are all exactly as the previous compile-check read them is not compiled again: the run reports the diagnostics recorded then, errors included. --all compiles everything from scratch, which is the way out if a reused result ever looks wrong.

Parameters

ParameterTypeDescription
--allflagCompile every assembly instead of only the changed ones and their dependents
--editor-version <version>stringUse this Unity Editor version's compiler instead of ProjectVersion.txt
--jobs <N>numberCompile up to N assemblies at once (default: half the CPUs, at least 1; 1 compiles sequentially)
--max-depth <N>numberSearch depth when locating the project (default: 3, -1 for unlimited)
--project-path <path>stringTarget another Unity project instead of the current directory
Show full SKILL.md (340 more words)Show less

Output

A JSON payload:

  • Success: whether the compile produced no errors
  • ErrorCount, WarningCount: totals across every compiled and reused assembly
  • Errors, Warnings: each with Message, Code, File, Line, Column, Assembly
  • CompiledAssemblies: the assemblies this run compiled, in dependency order
  • ReusedAssemblies: the assemblies reported from the previous run's recorded result, without compiling
  • BlockedAssemblies: the assemblies not compiled because an assembly they reference has errors, as Unity's own build would stop there; fix those errors and run again
  • SkippedAssemblies: how many assemblies were left out: nothing they compile from changed, or every assembly they reference kept the same public surface
  • ResponseFileSet: the Bee build the run replayed
  • ProjectRoot: resolved project root
  • Message: one-line summary

The process exits 1 when ErrorCount is greater than zero.

Only one compile-check runs per project at a time. A second one waits for the first, up to five minutes, then fails with COMPILE_CHECK_PROJECT_BUSY: wait for the other run to finish and run compile-check once more rather than retrying in a loop.

Limitations

  • It replays the last Unity build's response files. A new or deleted .asmdef, a changed .asmdef reference, an .asmdef that stopped building for the Editor, or a newly required precompiled reference stops the run and asks for uloop compile.
  • Changes to defineConstraints and versionDefines are not detected, because they depend on scripting defines and package versions that cannot be evaluated outside the Editor. Run uloop compile after editing them.
  • A reference removed from an .asmdef is not detected either: Unity injects references of its own that no .asmdef declares, so only added references can be told apart from those. Diagnostics may therefore miss an error that the removal would cause. Run uloop compile after removing one.
  • Changed scripting defines are not detected; the defines from the last build are reused.
  • The predefined assemblies (Assembly-CSharp and friends) keep the source list of the last build, so a brand-new .cs file outside an .asmdef is not compiled until Unity imports it.
  • The produced DLLs are never loaded by Unity, and the command never contacts a running Editor.

© hatayama, 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 Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill of hatayama/unity-cli-loop.

Open the folder on GitHubat commit b05bd95

Compare with similar skills

Uloop Compile Check 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 Compile Check compared with similar skills
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Uloop Compile Check this skillhatayama/unity-cli-loop577—~1.4kAutomated safety check: PassMIT
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Unity PluginTomLeeLive/openclaw-unity-plugin107—~5.1kAutomated safety check: PassApache-2.0
Unity Version SplitIvanMurzak/Unity-MCP4.4k—~1.1kAutomated safety check: PassApache-2.0
Unity QuickstartNethereum/Nethereum2.3k—~1.6kAutomated safety check: PassMIT
Unity Skill CreateIvanMurzak/Unity-MCP4.4k—~2.1kAutomated safety check: PassApache-2.0

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Works with

Questions about Uloop Compile Check

What does Uloop Compile Check do?

Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only. Uloop Compile Check is an agent skill from hatayama/unity-cli-loop. Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.

When should I use Uloop Compile Check?

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

How do I install Uloop Compile Check in Claude Code?

Run `npx skills add hatayama/unity-cli-loop --skill uloop-compile-check -a claude-code`. Or copy the skill folder (Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill in hatayama/unity-cli-loop) into .claude/skills/uloop-compile-check in your project. Claude Code loads it when a task matches its description.

How do I install Uloop Compile Check in Codex?

Run `npx skills add hatayama/unity-cli-loop --skill uloop-compile-check -a codex`. Or copy the skill folder (Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill in hatayama/unity-cli-loop) into .agents/skills/uloop-compile-check in your project. Codex loads it when a task matches its description.

Can I use Uloop Compile Check 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 hatayama/unity-cli-loop --skill uloop-compile-check -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-check, .gemini/skills/uloop-compile-check, .github/skills/uloop-compile-check and .opencode/skills/uloop-compile-check in your project.

What does Uloop Compile Check need to run?

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

Does Uloop Compile Check 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 Check 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 Check use?

Uloop Compile Check 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 Check use?

About 1.4k tokens (SKILL.md is roughly 5.7k 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 Check?

Skills that share tags, products or a category with Uloop Compile Check: Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Unity Plugin (TomLeeLive/openclaw-unity-plugin, 107 stars), Unity Version Split (IvanMurzak/Unity-MCP, 4.4k stars) and Unity Quickstart (Nethereum/Nethereum, 2.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uloop Compile Check?

hatayama (a GitHub user) maintains it in hatayama/unity-cli-loop, which has 577 GitHub stars. The repository holds 11 skills in this directory. The repository was last updated on October 9, 2026.

Source: hatayama/unity-cli-loop on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.