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5 changes: 2 additions & 3 deletions .agents/skills/uloop-execute-dynamic-code/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ 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.
Prefer terminal commands for file operations and keep snippets focused on Unity Editor state that existing uloop tools cannot inspect or change.

## Output

Expand All @@ -50,12 +50,11 @@ Returns JSON:
- `compilationErrors`: object[] — Roslyn diagnostics with `message`, `line`, `column`, `errorCode`, optional `hint` and `suggestions`
- `errorMessage`: string — top-level failure summary (empty on success)
- `error`: string — alias of `errorMessage`
- `securityLevel`: string — dynamic-code security level active for the request
- `updatedCode`: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)
- `diagnosticsSummary`: string|null — compact summary when diagnostics are available
- `diagnostics`: object[] — structured diagnostics; same shape as `compilationErrors`, usually populated together with it

On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, security violation, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.
On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.

## Code Examples by Category

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -208,4 +208,3 @@ Undo.RecordObject(mat, "Change Material Color");
mat.color = Color.red;
return "Changed material color (Undo available)";
```

5 changes: 2 additions & 3 deletions .claude/skills/uloop-execute-dynamic-code/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ 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.
Prefer terminal commands for file operations and keep snippets focused on Unity Editor state that existing uloop tools cannot inspect or change.

## Output

Expand All @@ -50,12 +50,11 @@ Returns JSON:
- `compilationErrors`: object[] — Roslyn diagnostics with `message`, `line`, `column`, `errorCode`, optional `hint` and `suggestions`
- `errorMessage`: string — top-level failure summary (empty on success)
- `error`: string — alias of `errorMessage`
- `securityLevel`: string — dynamic-code security level active for the request
- `updatedCode`: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)
- `diagnosticsSummary`: string|null — compact summary when diagnostics are available
- `diagnostics`: object[] — structured diagnostics; same shape as `compilationErrors`, usually populated together with it

On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, security violation, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.
On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.

## Code Examples by Category

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -208,4 +208,3 @@ Undo.RecordObject(mat, "Change Material Color");
mat.color = Color.red;
return "Changed material color (Undo available)";
```

5 changes: 2 additions & 3 deletions .codex/skills/uloop-execute-dynamic-code/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ 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.
Prefer terminal commands for file operations and keep snippets focused on Unity Editor state that existing uloop tools cannot inspect or change.

## Output

Expand All @@ -50,12 +50,11 @@ Returns JSON:
- `compilationErrors`: object[] — Roslyn diagnostics with `message`, `line`, `column`, `errorCode`, optional `hint` and `suggestions`
- `errorMessage`: string — top-level failure summary (empty on success)
- `error`: string — alias of `errorMessage`
- `securityLevel`: string — dynamic-code security level active for the request
- `updatedCode`: string|null — the wrapped form actually compiled (handy when debugging using-statement reordering)
- `diagnosticsSummary`: string|null — compact summary when diagnostics are available
- `diagnostics`: object[] — structured diagnostics; same shape as `compilationErrors`, usually populated together with it

On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, security violation, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.
On `success: false`, inspect `compilationErrors` first. If empty, read `errorMessage` (and `logs` for extra context) — the failure may be a runtime exception, cancellation, or an "execution in progress" rejection, all of which return empty `compilationErrors`. Both EditMode and PlayMode are supported targets — the snippet runs in whichever mode the Editor is currently in.

## Code Examples by Category

Expand Down

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