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.
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.
설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Find GameObjects with search criteria or get details for currently selected Hierarchy objects.
Use this before execute-dynamic-code when identifying or inspecting selected GameObjects. Use get-hierarchy instead when you need the child tree, parent-child structure, or descendants under the selection.
npx --yes uloop-cli@2.2.0 find-game-objects [options]
| Parameter | Type | Default | Description |
|---|---|---|---|
--name-pattern | string | - | Name pattern to search |
--search-mode | string | Exact | Search mode: Exact, Path, Regex, Contains, Selected |
--required-components | array | - | Required components |
--tag | string | - | Tag filter |
--layer | integer | - | Layer filter (layer number) |
--max-results | integer | 20 | Maximum number of results |
--include-inactive | boolean | false | Include inactive GameObjects |
--include-inherited-properties | boolean | false | Include inherited properties in results |
| Mode | Description |
|---|---|
Exact | Exact name match (default) |
Path | Hierarchy path search (e.g., Canvas/Button) |
Regex | Regular expression pattern |
Contains | Partial name match |
Selected | Get currently selected GameObjects in Unity Editor |
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
# Find by name
npx --yes uloop-cli@2.2.0 find-game-objects --name-pattern "Player"
# Find with component
npx --yes uloop-cli@2.2.0 find-game-objects --required-components Rigidbody
# Find by tag
npx --yes uloop-cli@2.2.0 find-game-objects --tag "Enemy"
# Regex search
npx --yes uloop-cli@2.2.0 find-game-objects --name-pattern "UI_.*" --search-mode Regex
# Get selected GameObjects
npx --yes uloop-cli@2.2.0 find-game-objects --search-mode Selected
# Get selected including inactive
npx --yes uloop-cli@2.2.0 find-game-objects --search-mode Selected --include-inactive
Returns JSON with:
results (array): Matching GameObjects, each containing:
name (string): GameObject namepath (string): Hierarchy path (e.g., Canvas/Panel/Button)isActive (boolean): Active state in hierarchytag (string): GameObject taglayer (number): Layer indexcomponents (array): Each entry has type (short name, e.g., Rigidbody), fullTypeName (e.g., UnityEngine.Rigidbody), and properties (array of Inspector-visible {name, type, value} pairs)totalFound (number): Number of results returned inline, or number exported for multi-selection file output. For search modes, this is after --max-results clipping and serialization.errorMessage (string): Top-level failure summary (empty on success)processingErrors (array): Selected-mode per-GameObject serialization failures, each {gameObjectName, gameObjectPath, error}. Omitted/null or empty on clean runs.For Selected mode with multiple successfully serialized GameObjects, inline results is not populated and the data is written to a file instead. Two extra fields appear:
resultsFilePath (string): Relative path under .uloop/outputs/FindGameObjectsResults/message (string): Human-readable summary (e.g., "5 GameObjects exported")Single-selection and search-mode calls (Exact, Path, Regex, Contains) always return inline. No selection (Selected mode with empty selection) returns empty results plus a message.
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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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
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.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.