uloop-pause-point
Installation
SKILL.md
uloop pause-point
A pause point captures locals at an exact frame without a source edit. Prefer it over sleeps or after-the-fact reads when input delivery, event ordering, or transition-frame fidelity matters.
Quick Check
- Enter PlayMode. If the game progresses on its own, pause it with
control-play-mode --action Pause, arrange the scenario while paused, and add--resume-playin step 2. - Arm the marker, fire the input, and wait for the hit in one foreground command:
uloop enable-pause-point --file Assets/Scripts/Enemy.cs --line 42 --timeout-seconds 60 --await --trigger "simulate-keyboard --action Press --key Space"
# paused the game in step 1? add --resume-play, or the input never lands
- Read
CapturedVariablesin the hit response first, then gather extra evidence while still paused (execute-dynamic-code, one screenshot). - A
single-shotmarker (the default) disarms after the hit; clear other modes withuloop clear-pause-point.
Only CapturedVariables is evidence of the values at the patched line. Before deviating, read references/quick-check-template.md.