Agent skill

Uloop Pause Point

by hatayama in 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.

MITAuto-check passedGame Development

Install Uloop Pause Point

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

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

GitHub CLI
$ gh skill install hatayama/unity-cli-loop uloop-pause-point --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/.agents/skills/uloop-pause-point .claude/skills/uloop-pause-point && 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-pause-point
GitHub stars
576
Token cost
~2k tokens
SKILL.md length
882 words
Files
10 (incl. references)
Skills in repo
11
Repo updated
First seen
Licence
MIT

At a glance

Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there.

  • Works in 4 steps: Enter PlayMode. If the game progresses… → Arm the marker, fire the input, and wait… → Read CapturedVariables in the hit… → …
  • Confirm a code path ran
  • SKILL.md covers Quick Check, Parameters, Status, Timeouts, Hot Reload and Requirements & Safety, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Uloop Pause Point is an agent skill from 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. Use to check values or confirm a code path ran.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including reference files (for example `references/capture-modes-and-history.md`, `references/captured-variables.md` and `references/condition-triggered-pause.md`).

It sits in Game Development, covering Responsive design. The repository describes itself as: Let AI Drive Unity, from Editor to Play Mode. The licence is MIT.

When your agent uses it

  • Confirm a code path ran
  • Tasks that involve Responsive design

Example prompts

  • “/uloop-pause-point”

Workflow steps

4 steps, taken from the first numbered list in SKILL.md.

  1. Enter PlayMode. If the game progresses on its own, pause it with control-play-mode --action Pause, arrange the scenario while paused, and…
  2. Arm the marker, fire the input, and wait for the hit in one foreground command
  3. Read CapturedVariables in the hit response first, then gather extra evidence while still paused (execute-dynamic-code, one screenshot).
  4. A single-shot marker (the default) disarms after the hit; clear other modes with uloop clear-pause-point.

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 Pause Point loads about 2k tokens when it runs, and up to ~21k if it reads all its reference files. Until then it costs about 51 tokens; SKILL.md has 882 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~51
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
~21k

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). 882 words, ~1,988 tokens.

Download SKILL.mdSave it as .claude/skills/uloop-pause-point/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.
name
uloop-pause-point
description
Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there. Use to check values or confirm a code path ran.

uloop pause-point

A pause point captures locals at an exact frame without a source edit. Prefer it over sleeps or after-the-fact reads when input delivery, event ordering, or transition-frame fidelity matters.

Quick Check

  1. Enter PlayMode. If the game progresses on its own, pause it with control-play-mode --action Pause, arrange the scenario while paused, and add --resume-play in step 2.
  2. Arm the marker, fire the input, and wait for the hit in one foreground command:
bash
uloop enable-pause-point --file Assets/Scripts/Enemy.cs --line 42 --timeout-seconds 60 --await --trigger "simulate-keyboard --action Press --key Space"
# paused the game in step 1? add --resume-play, or the input never lands
  1. Read CapturedVariables in the hit response first, then gather extra evidence while still paused (execute-dynamic-code, one screenshot).
  2. A single-shot marker (the default) disarms after the hit; clear other modes with uloop clear-pause-point.

Only CapturedVariables is evidence of the values at the patched line. Before deviating, read references/quick-check-template.md.

Parameters

Tables list Unity-accepted parameters plus clear's CLI-only --file/--line; other CLI-only flags (--await, --trigger, --resume-play, --expect, capture filters) are in the references.

enable-pause-point

Enable a pause point so Unity pauses when that code path is reached, either by a named UloopPausePoint.Pause marker (Id) or by resolving a source file and line (File+Line)

ParameterTypeDefaultDescription
--idstring-Named pause point id passed to UloopPausePoint.Pause. Mutually exclusive with File/Line
--filestring-Source file to patch a pause point into: Assets/..., Packages/<package-id>/..., a package folder path, or an absolute path. Requires Line; mutually exclusive with Id
--lineinteger-1-based source line to resolve within File. Requires File; mutually exclusive with Id
--timeout-secondsinteger30Seconds before the enable request expires and stops pausing late hits
--modeenumsingle-shotCapture mode: single-shot pauses once, continuous pauses on every hit, trace records hits without pausing
--hit-whenstring-Conditional capture expression (<name> <op> <literal>). Only matching hits are captured; requires File and Line
--max-historyinteger20Maximum number of captured hit frames to retain (1-100)
--max-preview-elementsinteger10Maximum elements in a captured collection's preview (1-1000). Also caps previews in later pause-point-status responses; status cannot change it.
--max-caller-framesinteger2Maximum caller stack frames recorded per hit (0-8). 0 disables capture. Also caps later pause-point-status responses; status cannot change it.
--methodstring-Optional method simple name or Type.Method. When set, --line resolves only inside matching methods
--snapshot-timingenumpre-linepre-line captures before the resolved line runs; post-line captures after that line's statement finished, without arming the next line
--persistflag-Re-arm after a domain reload (compile, Play entry); re-arm result is reported in pause-point-status
clear-pause-point

Clear one or all named UloopPausePoint.Pause markers. The response field ClearedCount is the number of markers this call transitioned to Cleared: 0 or 1 for --id, and the number transitioned for --all. Auto-disarmed and expired markers still count as 1; the record stays readable via pause-point-status (StatusBeforeClear keeps the prior state). Clearing the marker that owns the current pause releases the Editor pause and lets the game consume any state you arranged while paused: arm the next marker first, then clear the old id, or re-arm it with --await --resume-play instead of clearing.

ParameterTypeDefaultDescription
--idstring-Named pause point id to clear
--filestring-Project-relative source file of a file:line pause point. Requires --line; mutually exclusive with --id and --all
--lineinteger-1-based source line of a file:line pause point. Requires --file; mutually exclusive with --id and --all
--allflag-Clear every non-cleared pause point marker (armed, auto-disarmed, or expired)
Show full SKILL.md (333 more words)Show less
enable-watch

Register a C# expression to evaluate on each paused Play Mode step

ParameterTypeDefaultDescription
--idstring-Unique watch expression identifier
--expressionstring-C# expression returning an object; UloopPausePoint.TryGetCapturedValue can read the latest raw capture
--max-historyinteger20Maximum number of watch evaluations to retain (1-100)
get-watch-values

Show registered watch expression values and bounded evaluation history

ParameterTypeDefaultDescription
--idstring-Optional watch expression identifier; omit to return all watches
clear-watch

Clear one or all registered C# watch expressions

ParameterTypeDefaultDescription
--idstring-Watch expression identifier to clear
--allflag-Clear every registered watch expression

Status, Timeouts, Hot Reload

uloop pause-point-status with no target lists every marker; inspect one with --id "<file>:<line>" or with --file/--line together (never both). await-pause-point and clear-pause-point take the same two forms; await always needs a target.

On a wait timeout, PAUSE_POINT_EXPIRED, or an enable failure, read Error.Details.Hint or the failure ErrorCode, then RecommendedNextAction. After hot reload, --line stays the editor's line number.

Requirements & Safety

  • On the automatic Debug-switch warning: the pause point is already armed - do not interrupt or ask mid-flow.
  • Patches drop on every compile or domain reload (the compile / Play-entry responses warn). --persist re-arms automatically (references/persist.md).
  • Physics message methods, their helpers, and pre-bound delegates can miss hits on pre-existing GameObjects; enable warns where detectable.
  • An --id marker waits on your UloopPausePoint.Pause(id) call (using io.github.hatayama.UnityCliLoop.Runtime;); its hits record no CapturedVariables.
  • Every --file form resolves to the asset path (Packages/<package-id>/... for a package script), which the marker Id uses; status, await, and clear find it by any form.

Reference Guides

Read the one whose trigger matches:

  • references/quick-check-template.md — full --trigger/--await/--resume-play loop, timeouts, hit fields.
  • references/captured-variables.md — captures, name filters, --expect value forms, caller frames, raw values.
  • references/capture-modes-and-history.md — modes, history, --max-history, --hit-when.
  • references/line-placement.md — choosing the line: every-frame lines, held input, input+N frames.
  • references/watch-expressions.md — watch rules.
  • references/condition-triggered-pause.md — runtime-condition pauses.
  • references/fast-progressing-games.md — freezing self-progressing games, --resume-play.
  • references/persist.md — what --persist restores, timeout restart, first-frame gap, the re-arm report.
  • references/troubleshooting.md — timeouts, missed hits, hot reload, Debug switch, failure codes, path forms.

© 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

SKILL.md and 9 other files (references) in .agents/skills/uloop-pause-point of hatayama/unity-cli-loop.

  • SKILL.md
  • references/capture-modes-and-history.md
  • references/captured-variables.md
  • references/condition-triggered-pause.md
  • references/fast-progressing-games.md
  • references/line-placement.md
  • references/persist.md
  • references/quick-check-template.md
  • references/troubleshooting.md
  • references/watch-expressions.md

Open the folder on GitHubat commit b05bd95

Compare with similar skills

Uloop Pause Point 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 Pause Point compared with similar skills
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Uloop Pause Point this skillhatayama/unity-cli-loop576—~2kAutomated safety check: PassMIT
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3D Web Experiencesmadebyaris/advance-minimax-m3-cursor-rules126—~3kAutomated safety check: PassMIT
Threejs Game UI Designervalkor-ai/loom1.2k1 repos~591Automated safety check: PassApache-2.0
Debugging CodeJetBrains/skills3641 repos~3.8kAutomated safety check: PassNone
Frontend Design Principlespretend1111/claude-desktop-app4941 repos~824Automated safety check: PassCustom licence

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Questions about Uloop Pause Point

What does Uloop Pause Point do?

Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there. Uloop Pause Point is an agent skill from 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.

When should I use Uloop Pause Point?

Uloop Pause Point fits situations like: confirm a code path ran; tasks that involve Responsive design.

How do I install Uloop Pause Point in Claude Code?

Run `npx skills add hatayama/unity-cli-loop --skill uloop-pause-point -a claude-code`. Or copy the skill folder (.agents/skills/uloop-pause-point in hatayama/unity-cli-loop) into .claude/skills/uloop-pause-point in your project. Claude Code loads it when a task matches its description.

How do I install Uloop Pause Point in Codex?

Run `npx skills add hatayama/unity-cli-loop --skill uloop-pause-point -a codex`. Or copy the skill folder (.agents/skills/uloop-pause-point in hatayama/unity-cli-loop) into .agents/skills/uloop-pause-point in your project. Codex loads it when a task matches its description.

Can I use Uloop Pause Point 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-pause-point -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-pause-point, .gemini/skills/uloop-pause-point, .github/skills/uloop-pause-point and .opencode/skills/uloop-pause-point in your project.

What does Uloop Pause Point need to run?

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

Does Uloop Pause Point 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 Pause Point 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 Pause Point use?

Uloop Pause Point 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 Pause Point use?

About 2k tokens (SKILL.md is roughly 8k 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 20k tokens, read only when the agent opens those files.

What are the alternatives to Uloop Pause Point?

Skills that share tags, products or a category with Uloop Pause Point: Godot UI Containers (thedivergentai/GD-Agentic-Skills, 809 stars), 3D Web Experiences (madebyaris/advance-minimax-m3-cursor-rules, 126 stars), Threejs Game UI Designer (valkor-ai/loom, 1.2k stars) and Debugging Code (JetBrains/skills, 364 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Uloop Pause Point?

hatayama (a GitHub user) maintains it in hatayama/unity-cli-loop, which has 576 GitHub stars. The repository holds 11 skills in this directory. The repository was last updated on October 8, 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.