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。
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
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。
中文简介正在准备中。当前显示原文说明。
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。
中文简介正在准备中。当前显示原文说明。
Clear Unity Console entries. Use before compile, tests, or debugging when stale logs would hide the current result.
中文简介正在准备中。当前显示原文说明。
Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
中文简介正在准备中。当前显示原文说明。
Control Unity Editor Play Mode. Use to start, stop, or pause Play Mode for runtime behavior checks and frame inspection.
中文简介正在准备中。当前显示原文说明。
Find or inspect Unity GameObjects, especially objects the user currently selected in the Hierarchy. Use for details, components, tags, layers, or name/path searches.
中文简介正在准备中。当前显示原文说明。