| 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, or AIBridgeCLI syntax. Route batch/multi, complex prefab patching, and direct UnityYAML edits to specialized Skills |
AI Bridge Unity Skill
Invocation
Run from Unity project root. $CLI is the platform AIBridge CLI; on Windows PowerShell prefer:
& "./.aibridge/cli/AIBridgeCLI.exe" <command> [action] [options]
Common options: --timeout, --raw, --pretty, --json, --stdin, --help, --on-dialog. Installed command references live under references/ after Skill install
Harness Snapshot
Project-side capabilities are in Root Rule / workflow rules. $CLI harness status is optional diagnosis only — not enablement/freshness preflight
Operating Rules
- Unity validation:
compile unity. compile dotnet is an extra check, not a Unity fallback
- Imported asset path discovery:
asset search/find --format paths when Editor is available
- Edit order:
inspector set_property/set_properties → aibridge-prefab-patch → Editor scripts → unity-yaml-editing only for unsupported YAML structure
- Prefab asset edits:
assetPath + objectPath + componentName/componentIndex; componentInstanceId is scene-only
focus Windows-only; dialog CLI-only; input needs Play Mode + EventSystem
runtime: quick list_targets first; --probe true only for port scan; UI start with runtime.ui.snapshot
- Code Index: only when Root Rule declares enabled — load
aibridge-code-index for declaration-name lookup
- Do not proactively clean
.aibridge cache unless the user asks for maintenance