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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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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설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Execute the following request using npx --yes uloop-cli@2.2.0 execute-dynamic-code: $ARGUMENTS
For basic selected GameObject discovery or property inspection, use find-game-objects --search-mode Selected before this tool. Use this tool after the built-in inspection tools are not enough or when you need to modify Unity state.
.csx file and execute npx --yes uloop-cli@2.2.0 execute-dynamic-code --code-file <path>npx --yes uloop-cli@2.2.0 execute-dynamic-code --code '<code>' only for short one-line snippets--code '<code>': Inline C# statements to execute. Use this for one-line snippets only.--code-file <path>: Read C# statements from a UTF-8 file. Prefer this for multiline snippets, especially on PowerShell, because Windows .cmd shims can lose lines from multiline inline arguments before uloop receives them.npx --yes uloop-cli@2.2.0 execute-dynamic-code --code 'using UnityEngine; return Mathf.PI;'. PowerShell single-quoted strings can contain normal double quotes, for example npx --yes uloop-cli@2.2.0 execute-dynamic-code --code 'Debug.Log("Hello!");'.--parameters {} (advanced, optional): Pass an object when reusing a snippet with varying data or when keeping values outside the code. Values are exposed as parameters["param0"], parameters["param1"], and so on. Omit this flag for most snippets, and pass an object instead of a JSON string.--compile-only true (optional): Compile the snippet without executing it. Use this when you want Roslyn diagnostics before running new code.Write direct statements only — no class/namespace/method wrappers. Return is optional.
using UnityEngine;
float x = Mathf.PI;
return x;
Forbidden — these will be rejected at compile time: System.IO.*, AssetDatabase.CreateFolder, creating/editing .cs/.asmdef files. Use terminal commands for file operations instead.
Returns JSON:
Success: boolean — overall execution successResult: string — value of the snippet's return statement (empty when omitted)Logs: string[] — execution diagnostics from the dynamic-code runner, not Unity Console entriesCompilationErrors: object[] — Roslyn diagnostics with Message, Line, Column, ErrorCode, optional Hint and SuggestionsErrorMessage: string — top-level failure summary (empty on success)Error: string — alias of ErrorMessageSecurityLevel: string — dynamic-code security level active for the requestUpdatedCode: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)DiagnosticsSummary: string|null — compact summary when diagnostics are availableDiagnostics: object[] — structured diagnostics; same shape as CompilationErrors, usually populated together with itUse npx --yes uloop-cli@2.2.0 get-logs to retrieve Debug.Log, Debug.LogWarning, and Debug.LogError messages emitted by the snippet. On Success: false, inspect CompilationErrors first. If empty, read ErrorMessage (and Logs for extra context) — the failure may be a runtime exception, security violation, cancellation, or an "execution in progress" rejection, all of which return empty CompilationErrors. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.
For detailed code examples, refer to these files:
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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。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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。
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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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Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.