Uloop Hot Reload logo

Uloop Hot Reload

Community
hatayama
uloop-hot-reload

Apply C# edits to the running Editor without a compile or domain reload, keeping Play Mode state. Use instead of compile after editing method bodies or adding methods, fields, or new classes.

Overview

Publisherhatayama
Repositoryunity-cli-loop
Skill nameuloop-hot-reload
Stars
578
Forks
49
Bundled files
7
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.

  • 7 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

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

Installation

Install the Uloop Hot Reload 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-hot-reload
  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-hot-reload .claude/skills/uloop-hot-reload
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Uloop Hot Reload 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 Hot Reload 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 Hot Reload 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 hot-reload

Replaces method bodies in the running Editor (EditMode or PlayMode) directly from edited project source files — no domain reload, no attributes, no source markers. Private/internal member access, static methods, return values, async methods, and iterators all work within the limits below, including private access inside async, iterator, lambda, local-function, and LINQ-query bodies. Methods that cannot be patched are reported as Skipped or Failed; one unpatchable method never aborts the rest of the run. Outcome says whether the edit is live (ReplacedByCompile: a fallback compile succeeded, so it is compiled in and no patch is active).

Usage

bash
uloop hot-reload --files Assets/Scripts/Enemy.cs
uloop hot-reload --files Assets/Scripts/Enemy.cs,Assets/Scripts/Boss.cs
uloop hot-reload
uloop hot-reload --files Assets/Scripts/Enemy.cs --compile-on-skip off
uloop hot-reload --revert-all

Multiple files are one comma-separated value (or a JSON array); array options consume exactly one value token.

A script under a brand-new .asmdef cannot be hot-reloaded before its first import: Unity has not created that assembly yet. Run uloop compile once, then iterate with hot reload. A new file under an existing .asmdef can be hot-reloaded, but it is never selected automatically — pass it with --files.

Parameters

ParameterTypeDefaultDescription
--filesarray-Project-relative .cs paths to hot-reload (method bodies, added members, and new top-level types). When omitted or empty on apply, selects compiled snapshot sources only — those whose bytes changed since the last compile snapshot, capped at 50 changed files per assembly with a warning when the cap trims the list; a file that has never been compiled is never selected and must be passed explicitly, except an introduced type's file after Play Mode entry or --revert-all, which is selected again; run uloop compile first when no snapshot exists, or pass explicit paths when no changed source is found
--revert-allflag-Remove every active hot-reload patch and added member and clear the ledger; introduced types stay loaded until the next domain reload. When set, --files is ignored
--statusflag-Lists the currently active changes (patched methods, added members, and introduced types) without applying or reverting anything.
--compile-on-skipenumautoWhen edits stay unapplied (Skipped/Failed methods, Failed types; a re-bound sibling's Skipped rows aside), run uloop compile in this command: auto only in Edit Mode (never stops a Play session), on always unless Unity holds compiles until Play ends, off never. The response's CompileFallback says which; when the compile ran, Compile carries its result and Success is the compile's.

Status

uloop hot-reload --status lists the currently active changes; it cannot be combined with --files or --revert-all. Every change is static Editor state, so after a domain reload it reports zero. Each Active/Added row's InvocationCount counts calls into its body since it was applied — a reachability signal only while the code is being driven.

How It Works

The edited files are grouped by the compiled assembly they belong to. Per group an out-of-process Roslyn worker rewrites every editable body into a static shim, the shims compile into one shim assembly and load into the Editor domain, and each original method is patched with a Harmony transpiler. Because a group shares one shim assembly, a body edited in one file can call a member added in another edited file of the same assembly. Re-running after a real edit replaces the patch; an unchanged file reports AlreadyActive and changes nothing unless a sibling of the same assembly is in the reload, in which case it is re-applied so every active patch binds to the newest shim. With a compile-time baseline only bodies that actually changed are patched (UnchangedTotal counts the rest).

Scope in Brief

  • Patched: ordinary method bodies and property getters with a body.
  • Added members: new methods, fields, and supported properties apply as Added rows (supported field-like events of a class are listed in AddedFields), visible to edited code of the same reload within the same assembly (pass the declaring file and its callers together), and gone on any compile or domain reload.
  • New types: a top-level class, struct, enum, or interface declared in an edited file is introduced by that reload and listed in IntroducedTypes; other valid shapes are refused with a Warnings line naming the reason. Use from another assembly or from files outside the reload, reflection, serialization, and Unity message discovery still need uloop compile.
  • Signature changes: a return-type change is Skipped unless this or an earlier reload patched every live compiled caller, none in another assembly; a rename or parameter change applies as an added method and warns about call sites left on the old signature.
  • Constructors, operators, struct methods, compiled setter/init/indexer accessors, and event accessors are Skipped; finalizers and interface members are silently not applied.
  • A reload applies each file all-or-nothing: a Failed method leaves that file unapplied, a Failed type leaves every file of its assembly unapplied.

Workflow

Treat hot reload as the exploration phase and uloop compile as the landing phase: keep edits inside the edited files, collect structural changes, and compile once — every compile drops all patches and pause points and resets the PlayMode session (the compile response's Warning says how many). While hot-reload changes are active, AutoRefreshHeld is true so returning focus does not recompile; uloop compile releases the hold, and --revert-all only when no introduced type remains. One-shot methods (Awake, Start, init helpers) patch but show no effect on the call that already ran; the response marks them with LifecycleNote. To re-run an edited compiled OnEnable, set enabled = false with execute-dynamic-code, reload, then set it back to true (Unity calls the old OnDisable, then the patched OnEnable). An edited OnDisable runs the next time the component is disabled; to run it now, toggle enabled after the reload. To tune a value while playing, expose a static property getter instead of a const; its body is patched on compiled and introduced types alike.

Reference Guides

All files live in references/ beside this skill; read the one whose trigger matches:

  • references/scope-and-limits.md — full scope rules: added members, signature changes, Skipped/Failed tables, source baselines, one-shot code, tunable getters.
  • references/mechanism-and-lifecycle.md — patch mechanism, convergence, what survives which reload, Editor-code iteration without PlayMode.
  • references/troubleshooting.md — Patched but no behavior change, JIT inlining, --status, stack frames without lines.
  • references/pause-point-interaction.md — how patches re-target or suppress armed pause points; one-way reachability checks.
  • references/introduced-types.md — types a reload can introduce: supported shapes, internal access, refusal wording, identity and lifetime, why a new file is never selected automatically.
  • references/added-field-wiring.md — putting a value into an added field without a compile.
  • references/output.md — "Is my edit live?" (Outcome), Timing, every response field: ErrorCode, NextActions, Methods rows, Warnings, totals.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Uloop Hot Reload AI skill do?

Apply C# edits to the running Editor without a compile or domain reload, keeping Play Mode state. Use instead of compile after editing method bodies or adding methods, fields, or new classes.

Why use Uloop Hot Reload on TypingMind?

Because you install it once and use it with any model. Uloop Hot Reload 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 Hot Reload in TypingMind?

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

Which AI models can use Uloop Hot Reload?

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 Hot Reload?

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

Is the Uloop Hot Reload 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇