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…
Compile C with the Unity-bundled Roslyn compiler without launching or contacting the Unity Editor; reports errors and warnings only.
$ npx skills add hatayama/unity-cli-loop --skill uloop-compile-check -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --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/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-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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .claude/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/SkillType 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 hatayama/unity-cli-loop --skill uloop-compile-check -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git skills-src && mkdir -p .agents/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .agents/skills/uloop-compile-check && 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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .agents/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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 hatayama/unity-cli-loop --skill uloop-compile-check -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .cursor/skills/uloop-compile-check && 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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .cursor/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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/hatayama/unity-cli-loop.git --path 'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill'--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 hatayama/unity-cli-loop --skill uloop-compile-check -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .gemini/skills/uloop-compile-check && 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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .gemini/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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 hatayama/unity-cli-loop uloop-compile-checkInstalls 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 hatayama/unity-cli-loop --skill uloop-compile-check -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git skills-src && mkdir -p .github/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .github/skills/uloop-compile-check && 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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .github/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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 hatayama/unity-cli-loop --skill uloop-compile-check -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hatayama/unity-cli-loop uloop-compile-check --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/'Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill' .opencode/skills/uloop-compile-check && 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-compile-check" agent skill from https://github.com/hatayama/unity-cli-loop/tree/main/Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill into .opencode/skills/uloop-compile-check/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "uloop-compile-check", 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-compile-checkCompile 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.
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.
Read from SKILL.md and the folder at commit b05bd95. 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 bash).
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 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.
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 hatayama/unity-cli-loop at commit b05bd95, republished under its MIT licence (© hatayama). 786 words, ~1,415 tokens.
.claude/skills/uloop-compile-check/SKILL.md (or your agent's skills folder).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.
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:
<Unity executable> -batchmode -nographics -quit -projectPath /path/to/projectuloop 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.
uloop compile-check
uloop compile-check --all --project-path /path/to/projectBy 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.
| Parameter | Type | Description |
|---|---|---|
--all | flag | Compile every assembly instead of only the changed ones and their dependents |
--editor-version <version> | string | Use this Unity Editor version's compiler instead of ProjectVersion.txt |
--jobs <N> | number | Compile up to N assemblies at once (default: half the CPUs, at least 1; 1 compiles sequentially) |
--max-depth <N> | number | Search depth when locating the project (default: 3, -1 for unlimited) |
--project-path <path> | string | Target another Unity project instead of the current directory |
A JSON payload:
Success: whether the compile produced no errorsErrorCount, WarningCount: totals across every compiled and reused assemblyErrors, Warnings: each with Message, Code, File, Line, Column, AssemblyCompiledAssemblies: the assemblies this run compiled, in dependency orderReusedAssemblies: the assemblies reported from the previous run's recorded result, without compilingBlockedAssemblies: the assemblies not compiled because an assembly they reference has errors, as Unity's own build would stop there; fix those errors and run againSkippedAssemblies: how many assemblies were left out: nothing they compile from changed, or every assembly they reference kept the same public surfaceResponseFileSet: the Bee build the run replayedProjectRoot: resolved project rootMessage: one-line summaryThe 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.
.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.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..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.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.© hatayama, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Packages/src/Editor/CliOnlyTools~/CompileCheck/Skill of hatayama/unity-cli-loop.
Open the folder on GitHubat commit b05bd95
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Uloop Compile Check this skillhatayama/unity-cli-loop | 577 | — | ~1.4k | Automated safety check: Pass | MIT | |
| Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills | 278 | — | ~4k | Automated safety check: Pass | MIT | |
| Unity PluginTomLeeLive/openclaw-unity-plugin | 107 | — | ~5.1k | Automated safety check: Pass | Apache-2.0 | |
| Unity Version SplitIvanMurzak/Unity-MCP | 4.4k | — | ~1.1k | Automated safety check: Pass | Apache-2.0 | |
| Unity QuickstartNethereum/Nethereum | 2.3k | — | ~1.6k | Automated safety check: Pass | MIT | |
| Unity Skill CreateIvanMurzak/Unity-MCP | 4.4k | — | ~2.1k | 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…
TomLeeLive/openclaw-unity-plugin
Control Unity Editor via OpenClaw Unity Plugin. An agent skill from TomLeeLive/openclaw-unity-plugin.
IvanMurzak/Unity-MCP
Split a C file into Unity 6.5+ and pre-Unity 6.5 variants. An agent skill from IvanMurzak/Unity-MCP.
Nethereum/Nethereum
Integrate Ethereum into Unity games using Nethereum with async Web3 API, WebGL wallet support via EIP-6963 multi-wallet discovery and MetaMask (.NET/C).
IvanMurzak/Unity-MCP
Create a new skill (MCP tool) for the Unity Editor by writing a C (.cs) file that Unity compiles into the project.
kurotu/VRCQuestTools
Compile the Unity project and report errors/warnings. An agent skill from kurotu/VRCQuestTools.
hatayama/unity-cli-loop
Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there.
hatayama/unity-cli-loop
Record the Game View or any Editor window (Scene, Inspector, ...) to an .mp4 or .webm video.
hatayama/unity-cli-loop
Apply C edits to the running Editor without a compile or domain reload, keeping Play Mode state.
hatayama/unity-cli-loop
Migrate only uloop V2 CLI option syntax in agent skills, Markdown, POSIX shell scripts, and PowerShell scripts to V3 syntax.
hatayama/unity-cli-loop
Get Unity project information via uloop CLI. An agent skill from hatayama/unity-cli-loop.
hatayama/unity-cli-loop
Sample uloop hello-world tool. An agent skill from hatayama/unity-cli-loop.
Categories
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.
Uloop Compile Check fits situations like: game Development work in your project.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Uloop Compile Check 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 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.
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.
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.
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.