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4 changes: 2 additions & 2 deletions .agents/skills/uloop-control-play-mode/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -37,9 +37,9 @@ Returns JSON with the current play mode state:
- Stop on an already-stopped Editor sets `Changed: false`, `WasAlreadyStopped: true`
- `Play` on an Editor that is already playing is a no-op: it sets `Changed: false` and leaves the current session (its accumulated state, spawned objects, progress) untouched instead of restarting it. If you need a clean state for verification, explicitly `Stop` then `Play` rather than relying on `Play` alone to reset anything.
- `Play` while Play Mode is paused resumes the same session: it sets `Changed: true`, `ResumedFromPause: true`, and `Message: "Play mode resumed"` — the session is not restarted.
- `Resume` is an alias of `Play`, accepted because pause-point workflows describe this operation as "resume" (`--resume-play`, "Clearing resumes Play Mode"). It behaves identically to `Play` in every state, including starting Play Mode when stopped.
- `Resume` is an alias of `Play` and behaves identically in every state, including starting Play Mode when stopped.
- `Step` advances exactly one frame and leaves PlayMode paused (the Editor's Next Frame button); it is independent of `Time.timeScale` and requires PlayMode to be running
- The command waits for the requested state before returning. Increase `--timeout-seconds` for projects with slow PlayMode entry.
- Before relying on PlayMode behavior as verification evidence, check `uloop get-logs --log-type Error` for pre-existing errors. An error already present when PlayMode starts can otherwise be mistaken for one caused by the action under test.
- `Status` reads the current state without touching anything: no state change (`Changed` is always `false`), no waiting, and none of `Play`'s side effects — it does not save dirty scenes and is never rejected by compile errors. It does report whether compile errors would currently block `Play` (`BlockedByCompileErrors` with the `CompileErrors` list), read from the last compile result without triggering a new compile. It does not predict unsaved-changes blocking: `BlockedByUnsavedChanges` describes a failed save attempt during a `Play` request, and `Status` never attempts one. Use it when you only need to know whether Play Mode is running or paused; the other actions report the same state fields, but only as part of performing their action.
- `Status` reads the current state with no side effects: `Changed` is always `false`, no waiting, no scene saving, and it is never rejected by compile errors. It reports whether compile errors would currently block `Play` (`BlockedByCompileErrors` with the `CompileErrors` list), read from the last compile result without triggering a new compile. It does not predict unsaved-changes blocking: `BlockedByUnsavedChanges` describes a failed save attempt during a `Play` request, and `Status` never attempts one.
- `Play` fails immediately with a `CONTROL_PLAY_MODE_UNSAVED_CHANGES` error when unsaved changes cannot be saved quietly — most commonly an Untitled scene, which has no path to save to. The error message lists exactly which scenes or prefab stages blocked it; save the Untitled scene to an explicit path (or discard the changes), then retry.
4 changes: 2 additions & 2 deletions .agents/skills/uloop-execute-dynamic-code/SKILL.md
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Expand Up @@ -10,9 +10,9 @@ Run focused C# snippets in the active Unity Editor with `uloop execute-dynamic-c

For basic selected GameObject discovery or property inspection, use `find-game-objects --search-mode Selected` before this tool. Use this tool after the built-in inspection tools are not enough or when you need to modify Unity state.

This tool can inspect reachable Unity state, such as GameObjects, components, public properties, static values, and method results. It cannot directly read local variables or intermediate calculations inside an already-running method — do not try to reconstruct them with this tool alone. When those values matter, follow the `uloop-pause-point` skill instead: a pause point's `CapturedVariables` already contains the locals, parameters, and instance fields at that line with no code edit or recompile, and while Unity stays paused `UloopPausePoint.TryGetCapturedValue(name)` gives this tool live captured references. That skill also covers the reverse combination — using this tool to register an `EditorApplication.update` watcher that freezes Unity on the first frame a runtime condition holds (never poll or sleep inside the snippet itself; the body runs synchronously on the main thread).
This tool can inspect reachable Unity state — GameObjects, components, public properties, static values, method results — but it cannot read local variables or intermediate calculations inside an already-running method. When those values matter, follow the `uloop-pause-point` skill: a pause point's `CapturedVariables` carries the locals, parameters, and instance fields at that line with no code edit or recompile, and while Unity stays paused `UloopPausePoint.TryGetCapturedValue(name)` gives this tool live captured references. That skill also covers the reverse combination — registering an `EditorApplication.update` watcher from this tool that freezes Unity on the first frame a runtime condition holds. Never poll or sleep inside a snippet; the body runs synchronously on the main thread.

Live state injection: when a running PlayMode session is merely in the wrong state — a stuck end-to-end scenario, a camera angle from which a raycast can never hit, a private flag blocking the path you want to test — fix the state instead of the code: write the field directly from this tool (reflection reaches private fields) and steer the session onward. Nothing recompiles and no domain reload happens, so the session's in-memory state (component references, in-progress fixtures, accumulated counters) survives intact, where stopping Play mode to edit code would throw it all away. Because the snippet is a one-off diagnostic that never lands in the project's source files, using reflection here does not spread reflection through production code — a useful property even in projects whose coding rules restrict reflection.
Live state injection: when a running PlayMode session is merely in the wrong state — a stuck end-to-end scenario, a camera angle a raycast can never hit, a private flag blocking the path under test — fix the state instead of the code: write the field directly from this tool (reflection reaches private fields) and steer the session onward. Nothing recompiles and no domain reload happens, so the session's in-memory state survives intact. The snippet is a one-off diagnostic that never lands in source files, so project rules restricting reflection in production code are not violated.

## Parameters

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6 changes: 1 addition & 5 deletions .agents/skills/uloop-find-game-objects/SKILL.md
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Expand Up @@ -33,7 +33,7 @@ uloop find-game-objects [options]

| Mode | Description |
|------|-------------|
| `Exact` | Exact name match (default). **Trap**: `--name-pattern "Camera"` will not match a GameObject named `"Main Camera"` — use `Contains` or `Regex` for partial matching. A zero-hit `Exact` search returns a `Message` hint pointing this out (see Output). |
| `Exact` | Exact name match (default). **Trap**: `--name-pattern "Camera"` will not match a GameObject named `"Main Camera"` — use `Contains` or `Regex` for partial matching. A zero-hit `Exact` search returns a `Message` hint pointing this out. |
| `Path` | Hierarchy path search (e.g., `Canvas/Button`) |
| `Regex` | Regular expression pattern |
| `Contains` | Partial name match |
Expand Down Expand Up @@ -62,7 +62,3 @@ For `Selected` mode with **multiple** successfully serialized GameObjects, inlin
- `Message` (string): Human-readable summary (e.g., "5 GameObjects exported")

Single-selection and search-mode calls (`Exact`, `Path`, `Regex`, `Contains`) always return inline. No selection (`Selected` mode with empty selection) returns empty `Results` plus a `Message`.

### Zero-hit Exact-mode hint

If an `Exact` search with a non-empty `--name-pattern` finds nothing (`TotalFound: 0`), `Message` carries a hint suggesting `Contains` or `Regex` instead of leaving the zero hit unexplained. This does not change the default mode or matching logic — it only surfaces the same trap described above at the point it actually bites.
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