Borrowing it
Nothing to install: this file belongs to hatayama/unity-cli-loop. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hatayama/unity-cli-loop/main/.agents/skills/uloop-compile/SKILL.mdgit clone --depth 1 https://github.com/hatayama/unity-cli-loopWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/hatayama/unity-cli-loop/uloop-compile)<a href="https://agentmods.dev/skills/hatayama/unity-cli-loop/uloop-compile"><img src="https://agentmods.dev/badge/skills/hatayama/unity-cli-loop/uloop-compile/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/hatayama/unity-cli-loop/uloop-compile"><img src="https://agentmods.dev/badge/skills/hatayama/unity-cli-loop/uloop-compile.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00038 | $0.01288 |
| Opus 5.5 | $0.00015 | $0.00515 |
| Sonnet 5.5 | $0.00008 | $0.00258 |
| Haiku 4.5 | $0.00004 | $0.00129 |
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 16d ago.
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.
How it starts
The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.
uloop compile
Execute Unity project compilation.
When to use
- After C# edits, to check for compile errors and make the change live in the Editor (Play Mode, tests, a tool call): to land edits you finished trying with hot reload, or to apply structural changes hot reload cannot.
- To try an edit in the running Editor, especially during Play Mode, run
uloop hot-reloadinstead: a compile drops every hot-reload patch and discards the Play session.
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_UNKNOWNand does not work as a verification step. - It puts the Editor into the unstable just-after-reload state for no benefit.
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.
- 16d ago Changed · +2 lines 3ab783459fd1
- 21d ago Changed df792abf1314
- 1mo ago Changed · +8 lines · +17 tokens per session e5aa90772724
- 1mo ago Changed eb96460d70d8
- 1mo ago Changed 0edd5a4c6b78
- 1mo ago Changed · +1 lines b3f055ad47ae
- 1mo ago Changed · +3 lines d01e2ee431e4
- 1mo ago Changed · -22 lines · -9 tokens per session 3320971d2efa
- 2mo ago First seen · 80 lines · 30 tokens per session scan A 2a906a40173a
uloop-compile is a skill published in the GitHub repository hatayama/unity-cli-loop (586 stars, last pushed 2d ago), licensed MIT. It adds 38 tokens to every session and 1,288 once invoked, about $0.0002 per session on Opus 5.5. 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.
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