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uloop-execute-dynamic-code

Execute código C# dinamicamente no Unity Editor via uloop CLI para automação do editor, como conexão de Prefab/material, operações AddComponent, conexão de referência com SerializedObject e edições de cena/hierarquia. Não é para E/S de arquivo ou autoria de script.

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Atualizado há 2 meses

Ver no GitHub ↗ Licença: MIT

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uloop execute-dynamic-code

Execute C# code dynamically in Unity Editor.

Usage

uloop execute-dynamic-code --code '<c# code>'

Parameters

| Parameter | Type | Description | |-----------|------|-------------| | --code | string | C# code to execute (direct statements, no class wrapper) | | --compile-only | boolean | Compile without execution | | --auto-qualify-unity-types-once | boolean | Auto-qualify Unity types |

Code Format

Write direct statements only (no classes/namespaces/methods). Return is optional.

// Using directives at top are hoisted
using UnityEngine;
var x = Mathf.PI;
return x;

String Literals (Shell-specific)

| Shell | Method | |-------|--------| | bash/zsh/MINGW64/Git Bash | 'Debug.Log("Hello!");' | | PowerShell | 'Debug.Log(""Hello!"");' |

Allowed Operations

  • Prefab/material wiring (PrefabUtility)
  • AddComponent + reference wiring (SerializedObject)
  • Scene/hierarchy edits
  • Inspector modifications

Forbidden Operations

  • System.IO.* (File/Directory/Path)
  • AssetDatabase.CreateFolder / file writes
  • Create/edit .cs/.asmdef files

Examples

bash / zsh / MINGW64 / Git Bash

uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject("MyObject");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log("Hello from CLI!");'

PowerShell

uloop execute-dynamic-code --code 'return Selection.activeGameObject?.name;'
uloop execute-dynamic-code --code 'new GameObject(""MyObject"");'
uloop execute-dynamic-code --code 'UnityEngine.Debug.Log(""Hello from CLI!"");'

Output

Returns JSON with execution result or compile errors.

Notes

For file/directory operations, use terminal commands instead.

Code Examples by Category

For detailed code examples, refer to these files:

  • Prefab operations: See [examples/prefab-operations.md](examples/prefab-operations.md)
  • Create prefabs, instantiate, add components, modify properties
  • Material operations: See [examples/material-operations.md](examples/material-operations.md)
  • Create materials, set shaders/textures, modify properties
  • Asset operations: See [examples/asset-operations.md](examples/asset-operations.md)
  • Find/search assets, duplicate, move, rename, load
  • ScriptableObject: See [examples/scriptableobject.md](examples/scriptableobject.md)
  • Create ScriptableObjects, modify with SerializedObject
  • Scene operations: See [examples/scene-operations.md](examples/scene-operations.md)
  • Create/modify GameObjects, set parents, wire references, load scenes
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