aibridge
Controls Unity Editor tasks, assets, and runtime via AIBridge CLI commands.
Install
mkdir -p .claude/skills/aibridge && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/9504" && unzip -o skill.zip -d .claude/skills/aibridge && rm skill.zipInstalls to .claude/skills/aibridge
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For batch/multi scripts use aibridge-batch-script. For complex prefab asset edits use aibridge-prefab-patch. For unsupported direct Unity YAML serialized asset edits use unity-yaml-editing.Key capabilities
- →Compile Unity projects
- →Inspect Unity console logs
- →Manipulate GameObjects and components
- →Simulate Play Mode input
How it works
It uses a CLI tool to communicate with the Unity Editor or Player runtime to perform automated tasks and inspections.
Inputs & outputs
When to use aibridge
- →Searching and modifying assets via command line
- →Setting component properties in the Unity inspector
- →Compiling Unity projects programmatically
- →Inspecting Unity console logs during runtime
About this skill
AI Bridge Unity Skill
Invocation
Run commands from the Unity project root.
CLI Path: ./.aibridge/cli/AIBridgeCLI.exe
Example Alias: $CLI is a shorthand for the platform-appropriate AIBridge CLI invocation. Examples use $CLI for consistency; replace it with the matching invocation form when running commands directly.
Invocation Forms:
- Windows executable:
./.aibridge/cli/AIBridgeCLI.exe <command> [action] [options] - macOS/Linux DLL:
dotnet ./.aibridge/cli/AIBridgeCLI.dll <command> [action] [options] - PowerShell call operator:
& "./.aibridge/cli/AIBridgeCLI.exe" <command> [action] [options]
Most Unity-side commands require an action such as asset search or inspector set_property. CLI-only commands and helpers can differ: focus has no action, dialog uses status/click/wait, and multi uses --cmd or --stdin. Use --help or the generated command reference for the exact form.
Global Options:
--timeout <ms>- Timeout (default: 5000)--on-dialog <mode>- When a Unity command is blocked by a modal dialog, optionally wait or click:none,wait,cancel,save,discard,ok,yes,no,delete,replace--raw/--pretty- JSON output (default: raw)--json <json>/--stdin- Complex parameters--help- Show help
Cache Directory: .aibridge/ (Editor commands/results/screenshots and Runtime targets under .aibridge/runtime/targets/)
Dialog Output Rule: dialog status omits blockedByDialog and dialogs when no blocking Unity modal dialog is detected. Missing fields mean no dialog.
Operating Rules
- Use
compile unityfor Unity validation.compile dotnetis an explicit extra solution-build check, not a fallback. - For Unity assets, prefer
asset search/find --format paths; use host file reads for file contents, andasset read_textonly when host reads are unavailable. - Resource edit order: use
inspector set_property/set_propertiesfor single or batched fields,aibridge-prefab-patchfor complex Prefab structure edits it supports, Unity Editor scripts for high-level generated assets, andunity-yaml-editingonly for unsupported serialized-file structure work. - For scene objects, Prefabs, and serialized Unity assets, discover targets with
inspector get_components/get_properties/find_property, then write with AIBridge/Unity APIs when possible; avoid raw YAML unless no supported API can express the operation. - Direct YAML edits are acceptable only after loading
unity-yaml-editing, including unsupported Scene/Prefab/ScriptableObjectTable/custom.assetoperations. Preservem_Script,fileID/guid/typereferences, YAML indentation, and paired.metaGUIDs; validate afterward with import, targeted inspection,compile unity, and Error logs. - For prefab asset edits, use
assetPath + objectPath + componentNameorcomponentIndex;componentInstanceIdis scene-only. - For complex prefab asset edits, use the
aibridge-prefab-patchskill and preferprefab patch --ops <file>with dry-run first. - In PowerShell, avoid inline complex
--json; build JSON in a variable, escape embedded quotes for native EXE argument passing, and pass command parameters directly, especiallyinspector set_properties --values $values. focusis Windows CLI-only.dialogis CLI-only, uses Windows window APIs or macOS Accessibility permission, and omits dialog fields when no modal dialog is detected.screenshot gameandscreenshot gifrequire Play Mode;screenshot scene_viewworks in Edit mode when a Scene view is open.inputrequires Play Mode and an active EventSystem; use it withgameview,screenshot, andget_logsfor UI interaction checks.runtimeis CLI-only and talks toAIBridgeRuntimeinside a Player or Play Mode target. Useruntime list_targetsfirst, then targetlatestor a specific target id.- Code Index is a separate optional Skill. Use
aibridge-code-indexonly when that Skill is installed and project rules say Code Index is enabled; otherwise userg, file reads, and regular AIBridge commands.
Related Resources
aibridge-prefab-patch: specialized Skill for complex prefab asset edits.aibridge-batch-script: specialized Skill forbatch/multiscript automation.aibridge-code-index: optional Skill for read-only semantic code lookup when Code Index is enabled.unity-yaml-editing: fallback Skill for direct UnityYAML edits when AIBridge/Unity APIs cannot express the operation.references/command-reference.md: generated CLI command syntax for common commands.references/inspector-property-reference.md: generated Inspector and SerializedProperty syntax.
Essential Commands
focus - Bring Unity to Foreground
CLI-only, Windows-only. Triggers Unity refresh/compile via Windows API.
$CLI focus
# Output: {"Success":true,"ProcessId":1234,"WindowTitle":"MyProject - Unity 6000.0.51f1","Error":null}
dialog - Inspect Or Click Unity Modal Dialogs
CLI-only. Use when a save/confirm modal may be blocking the Editor. Unity commands report detected dialog details instead of blindly waiting; choose an explicit dialog click or use --on-dialog for unattended handling.
$CLI dialog status
$CLI dialog click --choice cancel
$CLI dialog click --button "Don't Save"
$CLI dialog wait --timeout 5000 --click cancel
$CLI scene load --scenePath Assets/Main.unity --on-dialog cancel
multi - Execute Multiple Commands (Recommended)
Use aibridge-batch-script before writing long scripts or JSON-heavy multi --stdin commands.
$CLI multi --cmd 'editor log --message Step1&gameobject create --name Cube --primitiveType Cube'
$CLI multi --stdin
In batch/multi scripts, dialog click ok | yes | Save declares persistent dialog auto-click choices for subsequent steps; a later dialog click replaces the previous strategy. Keep the CLI invocation waiting, because --no-wait exits before it can continue clicking.
input - Runtime Input Simulation
Play Mode only. Use the generated command reference for all actions and parameters.
$CLI input click --path "Canvas/StartButton"
$CLI input drag --path "Canvas/Item" --toPath "Canvas/Slot" --frames 12
runtime - Built Player Runtime Bridge
Requires an AIBridgeRuntime component in the running Player or Play Mode scene. HTTP is the default Runtime transport; if the default HTTP port is occupied, Runtime auto-increments and writes the actual URL to the live heartbeat. LAN discovery also auto-increments from the default UDP port, and CLI defaults scan the local HTTP/discovery port ranges so multiple local Editors or built Players can be discovered. File transport remains available for Editor/local compatibility. Configure defaults in AIBridge/Settings > Runtime, and inspect live targets plus discovery cache in AIBridge/Players.
$CLI runtime list_targets
$CLI runtime status --target latest
$CLI runtime discover
$CLI runtime diagnose --target latest
$CLI runtime logs --target latest --logType Error --count 100
$CLI runtime perf --target latest --duration 5s --interval 100ms
$CLI runtime screenshot --target latest
$CLI runtime handlers --target latest
$CLI runtime call --target latest --action qa.open_panel --json "{\"panel\":\"Inventory\"}"
For multiple local Players, run $CLI runtime list_targets first and pass a specific target id such as $CLI runtime status --target AIBridgeDev_12345. $CLI runtime diagnose --target <id> diagnoses that target's resolved HTTP URL.
For remote phones, run $CLI runtime discover on the LAN first, then target the discovered id or URL. On Android USB, run adb reverse tcp:27182 tcp:27182 first, then call --transport http --url http://127.0.0.1:27182; adb is not a runtime transport mode.
Skill Version: 1.0 Package: cn.lys.aibridge
When not to use it
- →When the project is not a Unity project
- →When the Unity Editor is not installed
Prerequisites
Limitations
- →Requires Unity Editor or Player runtime
- →Limited to AIBridge-supported commands
How it compares
It enables programmatic control over the Unity Editor via CLI, bypassing manual GUI interactions.
Compared to similar skills
aibridge side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| aibridge (this skill) | 0 | 2mo | Review | Advanced |
| applescript | 28 | 8mo | Review | Advanced |
| bazel-build-optimization | 14 | 2mo | No flags | Advanced |
| home-assistant-manager | 9 | 8mo | Review | Advanced |
Try saying
Example prompts that trigger this skill in your AI assistant.
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