
Claude Skills by hatayama
github.com/hatayamaClear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits.
Control Unity Editor Play Mode. Use to Play (or Resume, its alias), Stop, Pause, or Step Play Mode, or query Status without side effects, for runtime behavior checks and frame inspection.
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
Read current Unity Console entries from a running Editor. Use during bug investigation after compile, tests, PlayMode, dynamic code, or immediately after `uloop-pause-point`.
Sample uloop hello-world tool. Use to verify custom tool wiring or inspect a minimal tool implementation example.
Hot reload applies method-body edits and can add new methods and fields (added members are visible to edited code in the same reload within the same assembly); it can also change signatures: a return-type change applies only when the same reload (or an earlier one) covers the old signature's compiled callers, while a rename or parameter change applies as an added method and warns about compiled callers it leaves on the old signature. New top-level public types (class/struct/enum/interface/sta...
Launch or restart Unity Editor. Use only when Unity is not running or stays frozen after retries — not as a health check after a failed command; it brings the Unity window to the foreground as a side effect.
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
Record the Unity Game View or any Editor window (Scene, Inspector, Console, ...) to a video file (H.264 .mp4, or VP8 .webm). Use when a still screenshot is not enough: motion, animation, transitions, physics, a gameplay sequence, or an Editor window changing over time. `start` returns at once and other uloop commands keep working while it records.
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
Run Unity Test Runner and report detailed results. Use for EditMode/PlayMode tests, change verification, or failure diagnosis.
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
Set or inspect the Unity Game View custom rendering resolution.
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use simulate-mouse-ui for UI. Requires the Input System package and Active Input Handling set to 'Input System Package (New)' or 'Both' (except --dry-run).
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits.
Control Unity Editor Play Mode. Use to Play (or Resume, its alias), Stop, Pause, or Step Play Mode, or query Status without side effects, for runtime behavior checks and frame inspection.
Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for reachable scene/component state, scene/prefab/menu automation, and PlayMode checks
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
Get the Unity scene hierarchy as a structured tree. Use for parent-child structure, descendants, roots, or subtrees under objects the user currently selected.
Read current Unity Console entries from a running Editor. Use during bug investigation after compile, tests, PlayMode, dynamic code, or immediately after `uloop-pause-point`.
Sample uloop hello-world tool. Use to verify custom tool wiring or inspect a minimal tool implementation example.
Hot reload applies method-body edits and can add new methods and fields (added members are visible to edited code in the same reload within the same assembly); it can also change signatures: a return-type change applies only when the same reload (or an earlier one) covers the old signature's compiled callers, while a rename or parameter change applies as an added method and warns about compiled callers it leaves on the old signature. New top-level public types (class/struct/enum/interface/sta...
Launch or restart Unity Editor. Use only when Unity is not running or stays frozen after retries — not as a health check after a failed command; it brings the Unity window to the foreground as a side effect.
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
Record the Unity Game View or any Editor window (Scene, Inspector, Console, ...) to a video file (H.264 .mp4, or VP8 .webm). Use when a still screenshot is not enough: motion, animation, transitions, physics, a gameplay sequence, or an Editor window changing over time. `start` returns at once and other uloop commands keep working while it records.
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
Run Unity Test Runner and report detailed results. Use for EditMode/PlayMode tests, change verification, or failure diagnosis.
Capture Unity Editor windows or Game View rendering as PNG. Use for visual checks, debugging, documentation, or annotated UI element coordinates.
Set or inspect the Unity Game View custom rendering resolution.
Simulate keyboard input in PlayMode through Unity Input System. Use for key presses, holds (via Press --duration or KeyDown/KeyUp), releases, and game controls such as WASD or Space. Requires the Input System package (com.unity.inputsystem).
Simulate Mouse.current input in PlayMode through Unity Input System. Use for gameplay mouse clicks, long-press (LongPress), movement delta (MoveDelta/SmoothDelta), or scroll. Use --dry-run to check what a Game View coordinate hits in 3D physics before clicking (works in EditMode; no Input System required). Use simulate-mouse-ui for UI. Requires the Input System package and Active Input Handling set to 'Input System Package (New)' or 'Both' (except --dry-run).
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
Get Unity project information via uloop CLI. Use when you need to check project settings, Unity version, platform, or other project metadata.
Sample uloop hello-world tool. Use to verify custom tool wiring or inspect a minimal tool implementation example.
Bring the Unity Editor window to front. Use when Unity must be visible for visual checks or user-facing interaction.
Get Unity project information via uloop CLI. Use when you need to: (1) Check Unity Editor version, (2) Get project settings and platform info, (3) Retrieve project metadata for diagnostics.
Get Unity and project information via uloop CLI. Use when you need to verify Unity version, check project settings (ProductName, CompanyName, Version), or troubleshoot environment issues.
Launch or restart Unity Editor. Use only when Unity is not running or stays frozen after retries — not as a health check after a failed command; it brings the Unity window to the foreground as a side effect.
Pauses Unity playback at any source file:line without editing code or recompiling, and returns a snapshot of the locals, parameters, and instance fields at that exact frame. Use for bug investigation, PlayMode/E2E verification, checking variable values at a specific frame, or confirming that a code path executed.
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
Compile the Unity project and report errors/warnings. Use after C# edits.
Control Unity Editor Play Mode. Use to Play (or Resume, its alias), Stop, Pause, or Step Play Mode, or query Status without side effects, for runtime behavior checks and frame inspection.