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。
uloop-find-game-objects
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
含まれるファイル(1)
- SKILL.md3.8 KB
SKILL.md(原文)
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npx --yes uloop-cli@2.2.0 find-game-objects
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.
Usage
npx --yes uloop-cli@2.2.0 find-game-objects [options]
Parameters
| 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 |
Search Modes
| 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 |
Global Options
| Option | Description |
|---|---|
--project-path <path> | Optional. Use only when the target Unity project is not the current directory. |
Examples
# 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
Output
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 hastype(short name, e.g.,Rigidbody),fullTypeName(e.g.,UnityEngine.Rigidbody), andproperties(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-resultsclipping 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.
Multi-selection file export
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.
レビュー
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同じリポジトリのスキル
概要と使いどころ
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。
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
日本語の概要は準備中です。原文の説明を表示しています。
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
日本語の概要は準備中です。原文の説明を表示しています。
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
日本語の概要は準備中です。原文の説明を表示しています。
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.
日本語の概要は準備中です。原文の説明を表示しています。