Task
Execute the following request using uloop execute-dynamic-code: $ARGUMENTS
Workflow
- Read the relevant reference file(s) from the Code Examples section below
- Construct C# code based on the reference examples
- Execute via Bash:
uloop execute-dynamic-code --code '<code>'
- If execution fails, adjust code and retry
- Report the execution result
Parameters
--code '<code>' (required): Inline C# statements to execute. Use direct statements only; return is optional, and using directives may appear at the top of the snippet.
- Shell quoting: bash/zsh uses single quotes, for example
uloop execute-dynamic-code --code 'using UnityEngine; return Mathf.PI;'. PowerShell doubles inner quotes ('Debug.Log(""Hello!"");').
--parameters {} (advanced, optional): Pass an object when reusing a snippet with varying data or when keeping values outside the code. Values are exposed as parameters["param0"], parameters["param1"], and so on. Omit this flag for most snippets, and pass an object instead of a JSON string.
--compile-only true (optional): Compile the snippet without executing it. Use this when you want Roslyn diagnostics before running new code.
Code Rules
Write direct statements only — no class/namespace/method wrappers. Return is optional.
using UnityEngine;
float x = Mathf.PI;
return x;
Forbidden — these will be rejected at compile time: System.IO.*, AssetDatabase.CreateFolder, creating/editing .cs/.asmdef files. Use terminal commands for file operations instead.
Code Examples by Category
For detailed code examples, refer to these files:
- Prefab operations: See references/prefab-operations.md
- Create prefabs, instantiate, add components, modify properties
- Material operations: See references/material-operations.md
- Create materials, set shaders/textures, modify properties
- Asset operations: See references/asset-operations.md
- Find/search assets, duplicate, move, rename, load
- ScriptableObject: See references/scriptableobject.md
- Create ScriptableObjects, modify with SerializedObject
- Scene operations: See references/scene-operations.md
- Create/modify GameObjects, set parents, wire references, load scenes
- Batch operations: See references/batch-operations.md
- Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement
- Cleanup operations: See references/cleanup-operations.md
- Detect broken scripts, missing references, unused materials, empty GameObjects
- Undo operations: See references/undo-operations.md
- Undo-aware operations: RecordObject, AddComponent, SetParent, grouping
- Selection operations: See references/selection-operations.md
- Get/set selection, multi-select, filter by type/editability
- PlayMode automation: See references/playmode-automation.md
- Click UI buttons, raycast interaction, invoke methods, set fields, tool combination workflows
- PlayMode UI controls: See references/playmode-ui-controls.md
- InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls
- PlayMode inspection: See references/playmode-inspection.md
- Scene info, game state via reflection, physics state, GameObject search, position/rotation
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1---2name: hatayama-uloopmcp-uloop-execute-dynamic-code3description: Task4---56# Task78Execute the following request using `uloop execute-dynamic-code`: $ARGUMENTS910## Workflow11121. Read the relevant reference file(s) from the Code Examples section below132. Construct C# code based on the reference examples143. Execute via Bash: `uloop execute-dynamic-code --code '<code>'`154. If execution fails, adjust code and retry165. Report the execution result1718## Parameters1920- `--code '<code>'` (required): Inline C# statements to execute. Use direct statements only; `return` is optional, and `using` directives may appear at the top of the snippet.21- **Shell quoting**: bash/zsh uses single quotes, for example `uloop execute-dynamic-code --code 'using UnityEngine; return Mathf.PI;'`. PowerShell doubles inner quotes (`'Debug.Log(""Hello!"");'`).22- `--parameters {}` (advanced, optional): Pass an object when reusing a snippet with varying data or when keeping values outside the code. Values are exposed as `parameters["param0"]`, `parameters["param1"]`, and so on. Omit this flag for most snippets, and pass an object instead of a JSON string.23- `--compile-only true` (optional): Compile the snippet without executing it. Use this when you want Roslyn diagnostics before running new code.2425## Code Rules2627Write direct statements only — no class/namespace/method wrappers. Return is optional.2829```csharp30using UnityEngine;31float x = Mathf.PI;32return x;33```3435**Forbidden** — these will be rejected at compile time: `System.IO.*`, `AssetDatabase.CreateFolder`, creating/editing `.cs`/`.asmdef` files. Use terminal commands for file operations instead.3637## Code Examples by Category3839For detailed code examples, refer to these files:4041- **Prefab operations**: See [references/prefab-operations.md](references/prefab-operations.md)42 - Create prefabs, instantiate, add components, modify properties43- **Material operations**: See [references/material-operations.md](references/material-operations.md)44 - Create materials, set shaders/textures, modify properties45- **Asset operations**: See [references/asset-operations.md](references/asset-operations.md)46 - Find/search assets, duplicate, move, rename, load47- **ScriptableObject**: See [references/scriptableobject.md](references/scriptableobject.md)48 - Create ScriptableObjects, modify with SerializedObject49- **Scene operations**: See [references/scene-operations.md](references/scene-operations.md)50 - Create/modify GameObjects, set parents, wire references, load scenes51- **Batch operations**: See [references/batch-operations.md](references/batch-operations.md)52 - Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement53- **Cleanup operations**: See [references/cleanup-operations.md](references/cleanup-operations.md)54 - Detect broken scripts, missing references, unused materials, empty GameObjects55- **Undo operations**: See [references/undo-operations.md](references/undo-operations.md)56 - Undo-aware operations: RecordObject, AddComponent, SetParent, grouping57- **Selection operations**: See [references/selection-operations.md](references/selection-operations.md)58 - Get/set selection, multi-select, filter by type/editability59- **PlayMode automation**: See [references/playmode-automation.md](references/playmode-automation.md)60 - Click UI buttons, raycast interaction, invoke methods, set fields, tool combination workflows61- **PlayMode UI controls**: See [references/playmode-ui-controls.md](references/playmode-ui-controls.md)62 - InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls63- **PlayMode inspection**: See [references/playmode-inspection.md](references/playmode-inspection.md)64 - Scene info, game state via reflection, physics state, GameObject search, position/rotation6566---67> Converted and distributed by [TomeVault](https://tomevault.io/claim/hatayama) — claim your Tome and manage your conversions.68<!-- tomevault:4.0:skill_md:2026-04-11 -->