| name | aibridge |
| description | Unity Editor 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, 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. |
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, while multi uses --cmd or --stdin. Use --help or the generated command reference for the exact form.
Global Options:
--timeout <ms> - Timeout (default: 5000)
--raw / --pretty - JSON output (default: raw)
--json <json> / --stdin - Complex parameters
--help - Show help
Cache Directory: .aibridge/ (commands, results, screenshots)
Operating Rules
- Use
compile unity for Unity validation. compile dotnet is 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, and asset read_text only when host reads are unavailable.
- For scene objects, Prefabs, and complex serialized Unity assets, discover targets with
inspector get_components/get_properties/find_property, then write with inspector set_property/set_properties; avoid raw YAML for Scene/Prefab assets unless no Unity API path exists.
- Direct YAML edits are acceptable for simple ScriptableObject
.asset config files only when fields are clear and the diff is easy to review. Preserve m_Script, fileID/guid/type references, and YAML indentation; validate afterward with compile unity or a relevant CLI check.
- For prefab asset edits, use
assetPath + objectPath + componentName or componentIndex; componentInstanceId is scene-only.
- For complex prefab asset edits, use the
aibridge-prefab-patch skill and prefer prefab 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, especially inspector set_properties --values $values.
focus is Windows CLI-only and screenshot requires Play Mode.
Related Resources
aibridge-prefab-patch: specialized Skill for complex prefab asset edits.
aibridge-batch-script: specialized Skill for batch / multi script automation.
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
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
Skill Version: 1.0
Package: cn.lys.aibridge