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Uloop Pause Point

Community
hatayama
uloop-pause-point

Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there. Use to check values or confirm a code path ran.

Overview

Publisherhatayama
Repositoryunity-cli-loop
Skill nameuloop-pause-point
Stars
578
Forks
49
Bundled files
9
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.

  • 9 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 Pause Point 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-pause-point
  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-pause-point .claude/skills/uloop-pause-point
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Uloop Pause Point 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 Pause Point 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 Pause Point 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 pause-point

A pause point captures locals at an exact frame without a source edit. Prefer it over sleeps or after-the-fact reads when input delivery, event ordering, or transition-frame fidelity matters.

Quick Check

  1. Enter PlayMode. If the game progresses on its own, pause it with control-play-mode --action Pause, arrange the scenario while paused, and add --resume-play in step 2.
  2. Arm the marker, fire the input, and wait for the hit in one foreground command:
bash
uloop enable-pause-point --file Assets/Scripts/Enemy.cs --line 42 --timeout-seconds 60 --await --trigger "simulate-keyboard --action Press --key Space"
# paused the game in step 1? add --resume-play, or the input never lands
  1. Read CapturedVariables in the hit response first, then gather extra evidence while still paused (execute-dynamic-code, one screenshot).
  2. A single-shot marker (the default) disarms after the hit; clear other modes with uloop clear-pause-point.

Only CapturedVariables is evidence of the values at the patched line. Before deviating, read references/quick-check-template.md.

Parameters

Tables list Unity-accepted parameters plus clear's CLI-only --file/--line; other CLI-only flags (--await, --trigger, --resume-play, --expect, capture filters) are in the references.

enable-pause-point

Enable a pause point so Unity pauses when that code path is reached, either by a named UloopPausePoint.Pause marker (Id) or by resolving a source file and line (File+Line)

ParameterTypeDefaultDescription
--idstring-Named pause point id passed to UloopPausePoint.Pause. Mutually exclusive with File/Line
--filestring-Source file to patch a pause point into: Assets/..., Packages/<package-id>/..., a package folder path, or an absolute path. Requires Line; mutually exclusive with Id
--lineinteger-1-based source line to resolve within File. Requires File; mutually exclusive with Id
--timeout-secondsinteger30Seconds before the enable request expires and stops pausing late hits
--modeenumsingle-shotCapture mode: single-shot pauses once, continuous pauses on every hit, trace records hits without pausing
--hit-whenstring-Conditional capture expression (<name> <op> <literal>). Only matching hits are captured; requires File and Line
--max-historyinteger20Maximum number of captured hit frames to retain (1-100)
--max-preview-elementsinteger10Maximum elements in a captured collection's preview (1-1000). Also caps previews in later pause-point-status responses; status cannot change it.
--max-caller-framesinteger2Maximum caller stack frames recorded per hit (0-8). 0 disables capture. Also caps later pause-point-status responses; status cannot change it.
--methodstring-Optional method simple name or Type.Method. When set, --line resolves only inside matching methods
--snapshot-timingenumpre-linepre-line captures before the resolved line runs; post-line captures after that line's statement finished, without arming the next line
--persistflag-Re-arm after a domain reload (compile, Play entry); re-arm result is reported in pause-point-status

clear-pause-point

Clear one or all named UloopPausePoint.Pause markers. The response field ClearedCount is the number of markers this call transitioned to Cleared: 0 or 1 for --id, and the number transitioned for --all. Auto-disarmed and expired markers still count as 1; the record stays readable via pause-point-status (StatusBeforeClear keeps the prior state). Clearing the marker that owns the current pause releases the Editor pause and lets the game consume any state you arranged while paused: arm the next marker first, then clear the old id, or re-arm it with --await --resume-play instead of clearing.

ParameterTypeDefaultDescription
--idstring-Named pause point id to clear
--filestring-Project-relative source file of a file:line pause point. Requires --line; mutually exclusive with --id and --all
--lineinteger-1-based source line of a file:line pause point. Requires --file; mutually exclusive with --id and --all
--allflag-Clear every non-cleared pause point marker (armed, auto-disarmed, or expired)

enable-watch

Register a C# expression to evaluate on each paused Play Mode step

ParameterTypeDefaultDescription
--idstring-Unique watch expression identifier
--expressionstring-C# expression returning an object; UloopPausePoint.TryGetCapturedValue can read the latest raw capture
--max-historyinteger20Maximum number of watch evaluations to retain (1-100)

get-watch-values

Show registered watch expression values and bounded evaluation history

ParameterTypeDefaultDescription
--idstring-Optional watch expression identifier; omit to return all watches

clear-watch

Clear one or all registered C# watch expressions

ParameterTypeDefaultDescription
--idstring-Watch expression identifier to clear
--allflag-Clear every registered watch expression

Status, Timeouts, Hot Reload

uloop pause-point-status with no target lists every marker; inspect one with --id "<file>:<line>" or with --file/--line together (never both). await-pause-point and clear-pause-point take the same two forms; await always needs a target.

On a wait timeout, PAUSE_POINT_EXPIRED, or an enable failure, read Error.Details.Hint or the failure ErrorCode, then RecommendedNextAction. After hot reload, --line stays the editor's line number.

Requirements & Safety

  • On the automatic Debug-switch warning: the pause point is already armed - do not interrupt or ask mid-flow.
  • Patches drop on every compile or domain reload (the compile / Play-entry responses warn). --persist re-arms automatically (references/persist.md).
  • Physics message methods, their helpers, and pre-bound delegates can miss hits on pre-existing GameObjects; enable warns where detectable.
  • An --id marker waits on your UloopPausePoint.Pause(id) call (using io.github.hatayama.UnityCliLoop.Runtime;); its hits record no CapturedVariables.
  • Every --file form resolves to the asset path (Packages/<package-id>/... for a package script), which the marker Id uses; status, await, and clear find it by any form.

Reference Guides

Read the one whose trigger matches:

  • references/quick-check-template.md — full --trigger/--await/--resume-play loop, timeouts, hit fields.
  • references/captured-variables.md — captures, name filters, --expect value forms, caller frames, raw values.
  • references/capture-modes-and-history.md — modes, history, --max-history, --hit-when.
  • references/line-placement.md — choosing the line: every-frame lines, held input, input+N frames.
  • references/watch-expressions.md — watch rules.
  • references/condition-triggered-pause.md — runtime-condition pauses.
  • references/fast-progressing-games.md — freezing self-progressing games, --resume-play.
  • references/persist.md — what --persist restores, timeout restart, first-frame gap, the re-arm report.
  • references/troubleshooting.md — timeouts, missed hits, hot reload, Debug switch, failure codes, path forms.

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 Pause Point AI skill do?

Breakpoint-like: pause Unity at a source file:line without editing code or recompiling, and get the locals, parameters, and fields there. Use to check values or confirm a code path ran.

Why use Uloop Pause Point on TypingMind?

Because you install it once and use it with any model. Uloop Pause Point 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 Pause Point in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/hatayama/unity-cli-loop/tree/main/.agents/skills/uloop-pause-point. 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 Pause Point?

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 Pause Point?

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

Is the Uloop Pause Point 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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