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Uloop Compile

Community
hatayama
uloop-compile

Compile the Unity project and report errors/warnings. Use after C# edits; to try edits in the running Editor without a domain reload, use hot-reload.

Overview

Publisherhatayama
Repositoryunity-cli-loop
Skill nameuloop-compile
Stars
578
Forks
49
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by hatayama on GitHub. Read the source before you install it.

Installation

Install the Uloop Compile AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/hatayama/unity-cli-loop/tree/main/.agents/skills/uloop-compile
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/hatayama/unity-cli-loop.git /tmp/unity-cli-loop
mkdir -p .claude/skills
cp -r /tmp/unity-cli-loop/.agents/skills/uloop-compile .claude/skills/uloop-compile
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Uloop Compile in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Uloop Compile on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Uloop Compile is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

uloop compile

Execute Unity project compilation.

When to use

  • After C# edits, to check for compile errors and make the change live in the Editor (Play Mode, tests, a tool call): to land edits you finished trying with hot reload, or to apply structural changes hot reload cannot.
  • To try an edit in the running Editor, especially during Play Mode, run uloop hot-reload instead: a compile drops every hot-reload patch and discards the Play session.

Usage

bash
uloop compile [--force-recompile] [--no-wait-for-domain-reload] [--stop-on-external-scene-changes] [--timeout-seconds <seconds>]

Parameters

ParameterTypeDefaultDescription
--force-recompileflag-Full recompile plus domain reload. Almost never needed: a plain compile already detects externally edited files, and the forced reload can freeze large projects and come back as COMPILE_RESULT_UNKNOWN.
--no-wait-for-domain-reloadflag-Return before Domain Reload completion
--stop-on-external-scene-changesflag-Stop before compilation if open Scene files changed externally instead of auto-reloading them
--timeout-secondsinteger600Maximum seconds the CLI waits for the compile to finish before returning COMPILE_WAIT_TIMEOUT (default 600). Values above 1200 exceed the Unity-side result retention window (20 minutes) and weaken post-timeout recovery.

When to use --force-recompile

--force-recompile is almost never needed. Detecting changed files is Unity's job: even when files were edited outside the Editor, a plain uloop compile refreshes assets and runs every recompilation the changes require. "The files were changed externally, so recompile everything just in case" is not a valid reason.

Why to avoid it:

  • On large projects a full recompile plus domain reload can freeze Unity for a long time.
  • The result crosses a domain reload, so it often comes back as COMPILE_RESULT_UNKNOWN and does not work as a verification step.
  • It puts the Editor into the unstable just-after-reload state for no benefit.

The one legitimate use case: you need warnings hidden by other asmdefs surfaced by a full build. Otherwise always run plain uloop compile.

Output

Returns JSON:

  • Success: boolean or null
  • ErrorCount: number or null
  • WarningCount: number or null
  • Warning (string, optional): set when the compile was requested during Play Mode (the Play session is discarded), while pause points were armed in either Play Mode or Edit Mode (the domain reload drops every pause point patch; those enabled with --persist are counted separately and re-armed from their saved enable request after the reload), or while hot-reload changes were active (a successful compile drops every patch; the edited sources are compiled in).
  • Message: string
  • ErrorCode: string or null. COMPILE_ALREADY_IN_PROGRESS / COMPILE_EDITOR_UPDATING when Unity was still compiling or updating after the CLI waited for it and sent the compile again (it does so twice before giving up; run uloop compile again), COMPILE_RESULT_UNKNOWN after a forced recompile that did not return a definitive result.
  • NextActions: string array or null. Corrective steps derived from the errors, e.g. the assembly that declares an unresolved namespace (CS0234), or, for CS0246 in a script under an asmdef, a reminder to check that asmdef's references (the type may instead be a typo — decide from the error).

When Unity stops compiling before the finish callback (Success: null, indeterminate), Message keeps the get-logs pointer and appends Recent Console errors: with the last few Console errors (typically the asmdef or compiler error that aborted the compile), so fix from that list before reaching for uloop get-logs.

Troubleshooting

When Unity's API Updater asks for consent to rewrite source files during a CLI compile (the 'Script Updating Consent' dialog), uloop declines automatically — source files are never rewritten without explicit user consent — and the response's Warning discloses the decline. The obsolete-API errors the updater would have fixed appear in Errors; fix them in code, or have the user accept the dialog in an interactive Unity session. Outside CLI compiles, and for the separate 'API Update Required' dialog, the modal can still appear and uloop cannot click it: if compile times out while the Editor looks idle, ask the user to answer the dialog — never auto-dismiss it.

A compile that outlives your shell's output window keeps running inside Unity: the call may return with empty or truncated output while the compile is still in progress, and the next uloop command is rejected with "Unity is busy running 'compile'" until it finishes. That rejection is normal single-flight behavior, not a failure — wait and rerun the command; do not restart Unity or rerun compile to recover.

Frequently asked questions

What does the Uloop Compile AI skill do?

Compile the Unity project and report errors/warnings. Use after C# edits; to try edits in the running Editor without a domain reload, use hot-reload.

Why use Uloop Compile on TypingMind?

Because you install it once and use it with any model. Uloop Compile is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Uloop Compile in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/hatayama/unity-cli-loop/tree/main/.agents/skills/uloop-compile. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Uloop Compile?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Uloop Compile?

As many as you like. As long as a model supports skills, you can use Uloop Compile with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Uloop Compile AI skill free?

Yes. It is published on GitHub by hatayama under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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