uloop-compile
Testing & QualityCompile the Unity project and report errors/warnings. Use after C# edits or when a full Domain Reload compile is needed.
How to use this skill
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uloop compile
Execute Unity project compilation.
Usage
uloop compile [--force-recompile <true|false>] [--wait-for-domain-reload <true|false>]
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
--force-recompile | boolean value | false | Force full recompilation (triggers Domain Reload). Pass true or false; bare flags are not accepted. |
--wait-for-domain-reload | boolean value | false | Wait until Domain Reload completes before returning. Pass true or false; bare flags are not accepted. |
Global Options
| Option | Description |
|---|---|
--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: booleanErrorCount: numberWarningCount: 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.