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Uloop Verify Project

Community
hatayama
uloop-verify-project

Check a Unity project's files without starting Unity: missing or orphaned .meta files, invalid or duplicate GUIDs, leftover merge conflict markers, and a broken Packages/manifest.json. Use after adding, moving, renaming, deleting, or merging assets, and before committing.

Overview

Publisherhatayama
Repositoryunity-cli-loop
Skill nameuloop-verify-project
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 Verify Project 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-verify-project
  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-verify-project .claude/skills/uloop-verify-project
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Uloop Verify Project 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 Verify Project 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 Verify Project 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 verify-project

Check the project's files the way Unity reads them on its next import, without starting Unity. When Unity opens a project with these problems, it silently gives assets new GUIDs and deletes orphaned .meta files, which breaks references in ways that cannot be undone. Run this first and fix what it finds while the old GUIDs still exist.

When to use

  • After adding, moving, renaming, copying, or deleting assets, especially from a script or another branch
  • After a merge or rebase that touched Assets/, Packages/, or ProjectSettings/
  • Before committing
  • Before opening the project in Unity

Usage

bash
uloop verify-project
uloop verify-project --project-path <path>

Exit codes:

  • 0: nothing found
  • 1: problems found (the report is still printed on stdout), or the check could not run (an error envelope on stderr and nothing on stdout)

Checks

CheckMeaningHow to fix
CONFLICT_MARKERA merge conflict block (<<<<<<<, =======, >>>>>>>) is left in a fileResolve the conflict and remove the markers; Unity cannot load or compile a file that contains them
MANIFEST_INVALIDPackages/manifest.json is missing, is not a valid JSON object, has a malformed dependencies object, or has a file: dependency that does not point to a package folderRestore the manifest from version control, or fix or remove the dependency the message names
GUID_DUPLICATETwo or more .meta files declare the same GUIDKeep the .meta file of the original asset and delete the copies' .meta files so Unity assigns them new GUIDs
GUID_INVALIDA .meta file has no valid guid: line (32 hexadecimal characters, not all zero)Restore the .meta file from version control; otherwise Unity assigns a new GUID, which breaks references to the asset
META_MISSINGAn asset has no .meta file next to itBring its .meta file along from the branch or folder it came from; if you just created the asset, let Unity import it (for example with uloop compile) and commit the generated .meta file
META_ORPHANA .meta file has no matching assetIf the asset was moved or renamed, move the .meta file with it to keep the GUID; if the asset was deleted, delete the .meta file too

What is checked

  • .meta files under Assets/, under every embedded package (a folder directly under Packages/ with a package.json file), and under every local package the manifest lists as file: (a relative path is resolved from Packages/). A folder inside another of these is checked once.
  • Names Unity hides are skipped and need no .meta file: names starting with ., names ending with ~, cvs in any case, and files with a .tmp extension in any case.
  • Plugin folders ending in .bundle, .framework, .xcframework, .plugin, or .androidlib (any case) need their own .meta file, but nothing inside them is checked: Unity imports such a folder as one plugin, so the files inside are not checked whether they have .meta files or not.
  • Symbolic links need a .meta file but are never followed.
  • A .meta file pairs with its asset by exact name, letter case included, so the result is the same on every OS. An orphaned .meta file is not checked further, because Unity deletes it.
  • Conflict markers are searched in every file of those folders (.meta files included), every file under ProjectSettings/, and Packages/manifest.json and Packages/packages-lock.json. Only the first block of each file is reported. A file with a NUL byte in its first 8000 bytes is treated as binary and skipped.

Output

JSON on stdout:

  • Success: true when nothing was found
  • ProjectRoot: the checked project
  • FindingCount: every problem found, including those left out of Findings
  • CountsByCheck: the count for each of the six checks, always all six
  • Findings: each with Check, Path, and Message, plus Line for CONFLICT_MARKER and GUID and RelatedPaths for GUID_DUPLICATE. Path is /-separated and relative to the project, or absolute for a local package outside it. Sorted in the order of the table above, then by path. At most 100 findings of each check are listed.
  • Truncated: true when a check had more than 100 findings
  • ScannedRoots: the folders whose .meta files were checked
  • MetaFileCount: how many .meta files were checked
  • Message: one-line summary

Notes

  • A file you just created has no .meta file until Unity imports it. Run uloop compile first, or treat META_MISSING on brand-new files as expected.
  • After a fresh clone, an empty folder that git does not track leaves its folder .meta file as META_ORPHAN. Delete that .meta file, or add a file to the folder so git tracks it.
  • Run it while Unity is idle. Files Unity is writing at that moment can be reported, and a file Unity deletes during the check makes the command fail; run it again once Unity is idle.
  • Not checked: GUID collisions with packages in Library/PackageCache, folders hidden only by the Windows hidden attribute (they are reported as META_MISSING), and package folders under Packages/ that are symbolic links.
  • It only reads files and works whether Unity is open or closed.
  • If uloop answers that verify-project is an unknown command, or that it "is handled by the global uloop dispatcher", the installed uloop is older than this command: run uloop update.

Frequently asked questions

What does the Uloop Verify Project AI skill do?

Check a Unity project's files without starting Unity: missing or orphaned .meta files, invalid or duplicate GUIDs, leftover merge conflict markers, and a broken Packages/manifest.json. Use after adding, moving, renaming, deleting, or merging assets, and before committing.

Why use Uloop Verify Project on TypingMind?

Because you install it once and use it with any model. Uloop Verify Project 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 Verify Project in TypingMind?

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

Which AI models can use Uloop Verify Project?

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 Verify Project?

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

Is the Uloop Verify Project 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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