Why Use This This skill provides specialized capabilities for hatayama's codebase.
Use Cases Developing new features in the hatayama repository Refactoring existing code to follow hatayama standards Understanding and working with hatayama's codebase structure
Install Guide 2 steps 1 2 Install inside Ananke
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Updated At Jan 18, 2026, 12:21 PM
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---
name: uloop-execute-dynamic-code
description: "Execute C# code dynamically in Unity Editor via uloop CLI. Use for editor automation: (1) Prefab/material wiring and AddComponent operations, (2) Reference wiring with SerializedObject, (3) Scene/hierarchy edits and batch operations. NOT for file I/O or script authoring."
---
# uloop execute-dynamic-code
Execute C# code dynamically in Unity Editor.
## Usage
```bash
uloop execute-dynamic-code --code '<c# code>'
```
## Parameters
| Parameter | Type | Description |
|-----------|------|-------------|
| `--code` | string | C# code to execute (direct statements, no class wrapper) |
| `--compile-only` | boolean | Compile without execution |
| `--parameters` | object | Runtime parameters passed to the snippet (advanced; usually unnecessary) |
## Code Format
Write direct statements only (no classes/namespaces/methods). Return is optional.
```csharp
// Using directives at top are hoisted
using UnityEngine;
var x = Mathf.PI;
return x;
```
## String Literals (Shell-specific)
| Shell | Method |
|-------|--------|
| bash/zsh/MINGW64/Git Bash | `'Debug.Log("Hello!");'` |
| PowerShell | `'Debug.Log(""Hello!"");'` |
## Allowed Operations
- Prefab/material wiring (PrefabUtility)
- AddComponent + reference wiring (SerializedObject)
- Scene/hierarchy edits
- Inspector modifications
## Forbidden Operations
- System.IO.* (File/Directory/Path)
- AssetDatabase.CreateFolder / file writes
- Create/edit .cs/.asmdef files
## Global Options
| Option | Description |
|--------|-------------|
| `--project-path <path>` | Target a specific Unity project (mutually exclusive with `--port`). Path resolution follows the same rules as `cd` — absolute paths are used as-is, relative paths are resolved from cwd. |
| `-p, --port <port>` | Specify Unity TCP port directly (mutually exclusive with `--project-path`). |
## Examples
### bash / zsh / MINGW64 / Git Bash
```bash
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject("MyObject");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log("Hello from CLI!");'
```
### PowerShell
```powershell
uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject(""MyObject"");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log(""Hello from CLI!"");'
```
## Output
Returns JSON with execution result or compile errors.
## Notes
For file/directory operations, use terminal commands instead.
## Code Examples by Category
For detailed code examples, refer to these files:
- **Prefab operations**: See [references/prefab-operations.md](references/prefab-operations.md)
- Create prefabs, instantiate, add components, modify properties
- **Material operations**: See [references/material-operations.md](references/material-operations.md)
- Create materials, set shaders/textures, modify properties
- **Asset operations**: See [references/asset-operations.md](references/asset-operations.md)
- Find/search assets, duplicate, move, rename, load
- **ScriptableObject**: See [references/scriptableobject.md](references/scriptableobject.md)
- Create ScriptableObjects, modify with SerializedObject
- **Scene operations**: See [references/scene-operations.md](references/scene-operations.md)
- Create/modify GameObjects, set parents, wire references, load scenes