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.
npx agentmods add skills/hatayama/unity-cli-loop/uloop-hot-reloadnpx skills add hatayama/unity-cli-loop --skill uloop-hot-reloadgit clone --depth 1 https://github.com/hatayama/unity-cli-loopWhat 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 | $0.00066 | $0.01384 |
| Opus 5 | $0.00033 | $0.00692 |
| Sonnet 5 | $0.00013 | $0.00277 |
| Haiku 4.5 | $0.00007 | $0.00138 |
Grade A, and why
uloop-hot-reload 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 2d 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 — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.
uloop hot-reload
Replaces method bodies in the running Editor (EditMode or PlayMode) directly from edited
project source files — no domain reload, no attributes, no source markers. Private/internal
member access, static methods, return values, async methods, and iterators all work within
the limits below — including private access inside async, iterator, lambda, local-function,
and LINQ-query bodies. Methods that cannot be patched are reported per method as Skipped
or Failed; one unpatchable method never aborts the rest of the run.
Usage
uloop hot-reload --files Assets/Scripts/Enemy.cs
uloop hot-reload --files Assets/Scripts/Enemy.cs,Assets/Scripts/Boss.cs
uloop hot-reload
uloop hot-reload --revert-all
Multiple files are passed as one comma-separated value (or a JSON array); array options consume exactly one value token.
A brand-new script — or any script under a brand-new .asmdef — cannot be hot-reloaded
before its first import: Unity has not compiled it into any assembly yet. Run
uloop compile once to import new files, then iterate on them with hot reload.
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--files |
array | - | Project-relative .cs paths whose method bodies should be hot-reloaded. When omitted or empty on apply, selects the .cs sources whose bytes changed since the last compile snapshot, capped at 50 changed files per assembly with a warning when the cap trims the list; run uloop compile first when no snapshot exists, or pass explicit paths when no changed source is found |
--revert-all |
flag | - | Remove every active hot-reload patch and clear the patch ledger. When set, --files is ignored |
--status |
flag | - | Lists the currently active changes (patched methods and added members) without applying or reverting anything. |
When --files is omitted or empty, a source is selected only when its compilation assembly has a
snapshot directory and that source has its own snapshot file. A missing per-file snapshot is
left out rather than guessed as changed, so pass the file explicitly or run uloop compile
to establish a complete baseline.
What ships with it
5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago First seen · 104 lines · 66 tokens per session scan A 8af1a0457013
uloop-hot-reload is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed 2d ago), licensed MIT. It adds 66 tokens to every session and 1,384 once invoked, about $0.0003 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 2026-08-31.
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…
reflection-method-find
Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.
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.
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…
fantasy-net
This guide applies to development and code review for Fantasy / Fantasy.Net / Fantasy.Unity written in C#. Use it when a task involves Fantasy server code or Unity client code using Fantasy, ECS entities/components/systems, scenes and subscenes, FTask, network handlers/messages/protocols, Address or Roaming routing…
unity-pipeline
Drive this repo's running Unity Editor from the shell via the official unity CLI and the com.unity.pipeline package — recompile/test loop, C# eval, console logs, Game/Scene screenshots, the srgate SerializeReference check, and authoring new [CliCommand] commands. Use whenever a task needs to compile, test, inspect, or…