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。
Record PlayMode keyboard and mouse input to JSON. Use to capture gameplay, bug repro, or E2E input sequences for replay.
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查看安装方法安装前可以查看交给 AI 代理的指令内容。
Record keyboard and mouse input during PlayMode frame-by-frame into a JSON file. Captures key presses, mouse movement, clicks, and scroll events via Input System device state diffing.
# Start recording
npx --yes uloop-cli@2.2.0 record-input --action Start
# Start recording with key filter
npx --yes uloop-cli@2.2.0 record-input --action Start --keys "W,A,S,D,Space"
# Stop recording and save
npx --yes uloop-cli@2.2.0 record-input --action Stop
# Stop and save to specific path
npx --yes uloop-cli@2.2.0 record-input --action Stop --output-path scripts/my-play.json
| Parameter | Type | Default | Description |
|---|---|---|---|
--action | enum | Start | Start - begin recording, Stop - stop and save |
--output-path | string | auto | Save path. Auto-generates under .uloop/outputs/InputRecordings/ |
--keys | string | "" | Comma-separated key filter. Empty = all common game keys |
Replay injects input frame-by-frame, so the game must also be deterministic to produce identical results. If the recording will be used for E2E tests, bug reproduction, or replay verification, read references/deterministic-replay.md before designing assertions or game logic.
com.unity.inputsystem)The CLI prints JSON with:
Success: Whether the operation succeededMessage: Status messageAction: Echoes which action was executed (Start or Stop)OutputPath: Path to saved recording (nullable; populated on Stop only)TotalFrames: Number of frames recorded (nullable int; populated on Stop only)DurationSeconds: Recording duration in seconds (nullable float; populated on Stop only)The CLI output contains only these six payload fields. Internal metadata such as Ver is removed before printing. There is no RecordingId, StartTimestamp, KeysCaptured, or per-frame data in the response — frame data lives only in the JSON file at OutputPath.
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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。
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。