# Hatayama Uloopmcp Uloop Execute Dynamic Code

> Task

- Skill: `tomevault-io/hatayama-uloopmcp-uloop-execute-dynamic-code` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tomevault-io/hatayama-uloopmcp-uloop-execute-dynamic-code`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tomevault-io/hatayama-uloopmcp-uloop-execute-dynamic-code/raw
- Safety review: pending (external: skill-scanner PASS, skillspector PASS)
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Productivity
- Author: tomevault-io (https://skillmd.com/u/tomevault-io)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/tomevault-io/hatayama-uloopmcp-uloop-execute-dynamic-code

---


# Task

Execute the following request using `uloop execute-dynamic-code`: $ARGUMENTS

## Workflow

1. Read the relevant reference file(s) from the Code Examples section below
2. Construct C# code based on the reference examples
3. Execute via Bash: `uloop execute-dynamic-code --code '<code>'`
4. If execution fails, adjust code and retry
5. 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.

```csharp
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](references/prefab-operations.md)
  - Create prefabs, instantiate, add components, modify properties
- **Material operations**: See [references/material-operations.md](references/material-operations.md)
  - Create materials, set shaders/textures, modify properties
- **Asset operations**: See [references/asset-operations.md](references/asset-operations.md)
  - Find/search assets, duplicate, move, rename, load
- **ScriptableObject**: See [references/scriptableobject.md](references/scriptableobject.md)
  - Create ScriptableObjects, modify with SerializedObject
- **Scene operations**: See [references/scene-operations.md](references/scene-operations.md)
  - Create/modify GameObjects, set parents, wire references, load scenes
- **Batch operations**: See [references/batch-operations.md](references/batch-operations.md)
  - Bulk modify objects, batch add/remove components, rename, layer/tag/material replacement
- **Cleanup operations**: See [references/cleanup-operations.md](references/cleanup-operations.md)
  - Detect broken scripts, missing references, unused materials, empty GameObjects
- **Undo operations**: See [references/undo-operations.md](references/undo-operations.md)
  - Undo-aware operations: RecordObject, AddComponent, SetParent, grouping
- **Selection operations**: See [references/selection-operations.md](references/selection-operations.md)
  - Get/set selection, multi-select, filter by type/editability
- **PlayMode automation**: See [references/playmode-automation.md](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](references/playmode-ui-controls.md)
  - InputField, Slider, Toggle, Dropdown, drag & drop simulation, list all UI controls
- **PlayMode inspection**: See [references/playmode-inspection.md](references/playmode-inspection.md)
  - Scene info, game state via reflection, physics state, GameObject search, position/rotation

---
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<!-- tomevault:4.0:skill_md:2026-04-11 -->

