uloop-compile

A command that asks Unity to compile a project and reports compilation errors and warnings after C# changes.

In plain words
What is it for?
Use it after editing C# files, or when you need a full recompilation to expose warnings from other assembly definitions.
Why use it?
It checks whether code changes compile and can optionally wait for Unity's domain reload, the process that reloads the changed code inside the editor.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/hatayama/unity-cli-loop/uloop-compile
Any agent
npx skills add hatayama/unity-cli-loop --skill uloop-compile
Clone the repo
git clone --depth 1 https://github.com/hatayama/unity-cli-loop

Made for: Claude Code, Codex.

Per session 21 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 775 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00021 $0.00775
Opus 5 $0.00010 $0.00387
Sonnet 5 $0.00004 $0.00155
Haiku 4.5 $0.00002 $0.00077

Measured yesterday against content hash 3320971d2efa, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

uloop-compile scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.agents/skills/uloop-compile/SKILL.md · 58 lines

How it starts

The opening of the file, as written. The whole thing — 58 lines — stays where its author put it; the contents beside it link to each section on GitHub.

uloop compile

Execute Unity project compilation.

Usage

uloop compile [--force-recompile] [--no-wait-for-domain-reload] [--stop-on-external-scene-changes] [--timeout-seconds <seconds>]

Parameters

Parameter Type Default Description
--force-recompile flag - Full recompile plus domain reload. Almost never needed: a plain compile already detects externally edited files, and the forced reload can freeze large projects and come back as COMPILE_RESULT_UNKNOWN.
--no-wait-for-domain-reload flag - Return before Domain Reload completion
--stop-on-external-scene-changes flag - Stop before compilation if open Scene files changed externally instead of auto-reloading them
--timeout-seconds integer 600 Maximum seconds the CLI waits for the compile to finish before returning COMPILE_WAIT_TIMEOUT (default 600). Values above 1200 exceed the Unity-side result retention window (20 minutes) and weaken post-timeout recovery.

When to use --force-recompile

--force-recompile is almost never needed. Detecting changed files is Unity's job: even when files were edited outside the Editor, a plain uloop compile refreshes assets and runs every recompilation the changes require. "The files were changed externally, so recompile everything just in case" is not a valid reason.

Why to avoid it:

  • On large projects a full recompile plus domain reload can freeze Unity for a long time.
  • The result crosses a domain reload, so it often comes back as COMPILE_RESULT_UNKNOWN and does not work as a verification step.
  • It puts the Editor into the unstable just-after-reload state for no benefit.

The one legitimate use case: you need warnings hidden by other asmdefs surfaced by a full build. Otherwise always run plain uloop compile.

Output

Returns JSON:

  • Success: boolean or null
  • ErrorCount: number or null
  • WarningCount: number or null
  • Message: string
  • ErrorCode: string or null. COMPILE_ALREADY_IN_PROGRESS when Unity is already compiling, COMPILE_EDITOR_UPDATING when the editor is updating, COMPILE_RESULT_UNKNOWN after a forced recompile that did not return a definitive result.

Read the full file on GitHub · 58 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday Changed · -22 lines · -9 tokens per session 3320971d2efa
  2. 2d ago First seen · 80 lines · 30 tokens per session scan A 2a906a40173a

Subscribe to this mod's changes

uloop-compile is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed yesterday), licensed MIT. It adds 21 tokens to every session and 775 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

unity

Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…

ReactUnity/core · 108 tokens

test-designing-guide

Provides test design methodology for Unity projects. Use this skill whenever designing test cases from requirements or specifications, including selecting test techniques, deriving test cases, and formatting them. Even for small features, load this skill to ensure test design rigor.

nowsprinting/unity-coding-skills · 52 tokens

fix-bug

Diagnoses and fixes bugs using a test-first workflow (reproduce, diagnose, fix). Use this skill whenever the user reports a bug, describes unexpected behavior, or asks to investigate or fix a defect. Even if the user says "something's broken", "this isn't working", "fix this bug", or "why does X happen", load this…

nowsprinting/unity-coding-skills · 86 tokens

plan-feature

Orchestrates the test-first implementation planning workflow for feature implementation and spec changes. Use this skill whenever plan mode is active and the task involves implementing or adding a new feature, or changing an existing specification. Even if the user only says "plan this" or "how should we implement…

nowsprinting/unity-coding-skills · 76 tokens

refine-tests

Reviews existing test code for conformance to the test-designing-guide and test-writing-guide, then applies the refinements. Use this skill when the user wants to review or refine existing test code so it follows the project's test design and writing conventions. Typically invoked as /refine-tests .

nowsprinting/unity-coding-skills · 64 tokens

test-writing-guide

Provides guidelines for writing test code for Unity projects. Make sure to use this skill whenever writing, creating, editing, or modifying test code files (files under Tests/). This includes implementing new tests, fixing test failures, adding test cases, or any task that results in test code changes. Even for small…

nowsprinting/unity-coding-skills · 81 tokens