name: aibridge description: Unity Editor and Player Runtime CLI integration for AIBridge. Use for harness snapshot reads, Unity compile/logs/assets/scenes/prefabs/Inspector, screenshots/GIFs, Play Mode input, Runtime Player targets, focus/menu/game view, AIBridgeCLI syntax, or shellless external-tool routing through exec. Route batch/multi, complex prefab patching, and direct UnityYAML edits to specialized Skills
AI Bridge Unity Skill
Invocation
Run commands from the Unity project root
CLI Path: ./.aibridge/cli/AIBridgeCLI.exe
$CLI means the platform-appropriate AIBridge CLI invocation. On Windows PowerShell, prefer the call operator:
& "./.aibridge/cli/AIBridgeCLI.exe" <command> [action] [options]
Common global options: --timeout <ms>, --raw, --pretty, --json <json>, --stdin, --help, --on-dialog <mode>
Generated command references are installed under references/ in the target assistant Skill directory. In the package source tree they may be absent until Skill installation/refresh runs
Host Tools
For external host tools such as rg, git, dotnet, python, node, sg, or grep, prefer exec run --stdin when arguments are non-trivial, include regex/globs/JSON/spaces, require stdin, need timeout/output limits, or run multiple jobs. Keep AIBridge/Unity commands direct: compile unity, get_logs, asset, inspector, runtime, workflow, multi, and code execute. Use multi --stdin for multiple AIBridge commands and exec jobs[] for multiple external host commands.
Harness Snapshot
Unity Editor writes .aibridge/harness/capabilities.json during Skill installation/refresh
$CLI harness status
$CLI harness status --detail full
Default harness status output is compact. Use --detail full or --include-snapshot true only when the full snapshot JSON is needed
Operating Rules
- Use
compile unityfor Unity validation.compile dotnetis an explicit extra solution-build check, not a Unity fallback. - For Unity imported asset path discovery, including script, prefab, scene, ScriptableObject, texture, material, audio, animation, shader, font, and model assets by name/type/filter, prefer
asset search/find --format pathsbefore hostrg --fileswhen the Editor is available. Userg --filesfor ordinary repository files, unimported files,.meta, ProjectSettings, and arbitrary path regexes; use host file reads for file contents, andasset read_textonly when host reads are unavailable. - Resource edit order:
inspector set_property/set_properties->aibridge-prefab-patchfor supported complex Prefab edits -> Unity Editor scripts for high-level generated assets ->unity-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. - For prefab asset edits, use
assetPath + objectPath + componentNameorcomponentIndex;componentInstanceIdis scene-only. - In PowerShell, avoid inline complex
--json; build JSON in a variable or file, and useexec run --stdinfor complex external-tool argv instead of composing a shell string. focusis Windows CLI-only.dialogis CLI-only and omits dialog fields when no modal dialog is detected.inputrequires Play Mode and an active EventSystem; pair it withgameview,screenshot, andget_logsfor UI interaction checks.runtimetalks toAIBridgeRuntimein a Player or Play Mode target. Run quickruntime list_targetsfirst, useruntime list_targets --probe trueonly when local port scanning is needed, then targetlatestor a specific target id. For UI work, start withruntime.ui.snapshot; button entries include screen coordinates and screen rects for direct clicks, andruntime.input.keycovers semantic submit/cancel/tab/move input.- Code Index is optional. For C# semantic lookup use
aibridge-code-indexonly when installed and enabled; userg, file reads, and regular AIBridge commands for literal, non-C#, asset, scene, prefab, or unavailable Code Index searches. - AIBridge automatically cleans expired
.aibridgecache according to Settings. Do not proactively enumerate or delete.aibridgefiles for routine disk maintenance; only run maintenance commands or guide the user to Settings when the user explicitly asks for cleanup, investigation, or manual maintenance.
Related Skills
aibridge-batch-script:batch/multiautomation and long stdin scriptsaibridge-prefab-patch: supported complex Prefab asset edits with dry-runaibridge-code-index: optional read-only semantic C# lookupunity-yaml-editing: direct UnityYAML fallback when supported APIs cannot express the operation