Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。
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Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
Replay recorded keyboard and mouse input during PlayMode. Loads a JSON recording and injects input frame-by-frame via Input System with zero CLI overhead. Supports looping and progress monitoring.
# Start replay (auto-detect latest recording)
npx --yes uloop-cli@2.2.0 replay-input --action Start
# Start replay with specific file
npx --yes uloop-cli@2.2.0 replay-input --action Start --input-path scripts/my-play.json
# Start replay with looping
npx --yes uloop-cli@2.2.0 replay-input --action Start --loop true
# Check replay progress
npx --yes uloop-cli@2.2.0 replay-input --action Status
# Stop replay
npx --yes uloop-cli@2.2.0 replay-input --action Stop
| Parameter | Type | Default | Description |
|---|---|---|---|
--action | enum | Start | Start, Stop, Status |
--input-path | string | auto | JSON path. Auto-detects latest in .uloop/outputs/InputRecordings/ |
--show-overlay | boolean | true | Show replay progress overlay |
--loop | boolean | false | Loop continuously |
Replay injects the exact same input frame-by-frame, but the game must also be deterministic to produce identical results. If replay output must be compared across runs, read references/deterministic-replay.md before interpreting failures.
com.unity.inputsystem)Returns JSON with:
Success: Whether the operation succeededMessage: Status messageAction: Echoes which action was executed (Start, Stop, or Status)InputPath: Path to recording file (nullable string; populated on Start only)CurrentFrame: Current replay frame index (nullable int)TotalFrames: Total frames in the recording (nullable int)Progress: Replay progress (nullable float in 0.0 – 1.0)IsReplaying: Whether replay is currently active (nullable bool)These are the only eight fields. There is no LoopCount, ElapsedSeconds, OverlayVisible, or per-frame inspection data in the response.
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Unityゲーム画面用のFigma Make(Figma AI)投入プロンプトを壁打ちで設計・生成する。UI Toolkit(UXML/USS)への変換を見据えた制約込み。ユーザーが「Figma用のプロンプトを作りたい」「画面デザインの壁打ちをしたい」と言ったら使う。
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デザイン(Figma MCP出力・HTML/CSS・デザイン仕様)からUI Toolkit用UXML/USSを生成し、Unityへのインポート・シーン配置・コンパイル・スクショ検証・ゲームロジック結線検証まで自動で行う。「この画面をUnityに取り込んで」「UXML/USSにして」で使う。
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Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
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Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
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Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
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Execute C# with Unity APIs when existing uloop tools cannot inspect or edit enough. Use for scene, prefab, SerializedObject, AssetDatabase refresh/.meta generation, menu, or PlayMode automation.
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