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uloop-compile

Testing & Quality
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Compile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.

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How to use this skill

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Source SKILL.md: https://github.com/hatayama/unity-cli-loop/blob/HEAD/.agents/skills/uloop-compile/SKILL.md

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uloop compile

Execute Unity project compilation.

Usage

uloop compile [--force-recompile <true|false>] [--wait-for-domain-reload <true|false>]

Parameters

ParameterTypeDefaultDescription
--force-recompileboolean valuefalseForce full recompilation (triggers Domain Reload). Pass true or false; bare flags are not accepted.
--wait-for-domain-reloadboolean valuefalseWait until Domain Reload completes before returning. Pass true or false; bare flags are not accepted.

Global Options

OptionDescription
--project-path <path>Optional. Use only when the target Unity project is not the current directory.

Examples

# Check compilation
uloop compile

# Force full recompilation
uloop compile --force-recompile true

# Force recompilation and wait for Domain Reload completion
uloop compile --force-recompile true --wait-for-domain-reload true

# Wait for Domain Reload completion even without force recompilation
uloop compile --force-recompile false --wait-for-domain-reload true

Output

Returns JSON:

  • Success: boolean
  • ErrorCount: number
  • WarningCount: number

Troubleshooting

Diagnose the failure mode before retrying.

Stale lock files (CLI hangs or shows "Unity is busy" while Unity Editor is running):

uloop fix

This removes any leftover lock files (compiling.lock, domainreload.lock, serverstarting.lock) from the Unity project's Temp directory. Then retry uloop compile.

Unity Editor not running (CLI returns a connection failure and no Unity process is alive):

uloop launch

uloop launch auto-detects the project at the current working directory and opens it in the matching Unity Editor version. After Unity finishes launching, retry uloop compile.