Skill~/SKILL.md
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
npx skillsauth add liyingsong99/aibridge aibridgeInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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
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
compile unity for Unity validation. compile dotnet is an explicit extra solution-build check, not a Unity fallback.asset search/find --format paths before host rg --files when the Editor is available. Use rg --files for ordinary repository files, unimported files, .meta, ProjectSettings, and arbitrary path regexes; use host file reads for file contents, and asset read_text only when host reads are unavailable.inspector set_property/set_properties -> aibridge-prefab-patch for supported complex Prefab edits -> Unity Editor scripts for high-level generated assets -> unity-yaml-editing only for unsupported serialized-file structure work.inspector get_components/get_properties/find_property, then write with AIBridge/Unity APIs when possible.assetPath + objectPath + componentName or componentIndex; componentInstanceId is scene-only.--json; build JSON in a variable or file and pass direct parameters where possible.focus is Windows CLI-only. dialog is CLI-only and omits dialog fields when no modal dialog is detected.input requires Play Mode and an active EventSystem; pair it with gameview, screenshot, and get_logs for UI interaction checks.runtime talks to AIBridgeRuntime in a Player or Play Mode target. Run runtime list_targets first, then target latest or a specific target id. For UI work, start with runtime.ui.snapshot; button entries include screen coordinates and screen rects for direct clicks, and runtime.input.key covers semantic submit/cancel/tab/move input.aibridge-code-index only when installed and enabled; use rg, file reads, and regular AIBridge commands for literal, non-C#, asset, scene, prefab, or unavailable Code Index searches.aibridge-batch-script: batch / multi automation 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 operationtools
AIBridge workflow and multi-agent orchestration guidance. Use when Codex needs to design, review, or execute a multi-agent workflow plan, split Unity work into parallel or pipeline agent roles, define structured workflow artifacts, choose between batch/multi automation and agent orchestration, run adversarial verification, investigate Runtime debug evidence, sweep multiple Runtime targets, or prepare AIBridge workflow recipes
development
Optional read-only AIBridge Code Index semantic lookup for Unity C# code search and source navigation. Use when this Skill is installed, Code Index is enabled, and Codex needs to find C# symbols, definitions, references, implementations, derived types, callers, or diagnostics, including code lookup during development tasks. Do not use for literal text, config, asset, scene, prefab, or non-C# searches; use rg, host file reads, or regular AIBridge commands instead
development
Unity YAML text serialization editing workflow. Use when Codex needs to directly inspect, modify, create, or repair Unity serialized YAML files such as .unity scenes, .prefab assets, .asset ScriptableObject/config files, .mat, .controller, or other text-serialized Unity assets, especially when AIBridge inspector/prefab/scene APIs do not support the requested Prefab, Scene, ScriptableObjectTable, or custom asset operation
development
AIBridge/Unity 多分支开发工作流入口。Use when a task requires code or Unity asset changes, persistent AGENTS/Skill/workflow rule changes, root-cause debugging, Runtime/log evidence, risk review, validation verdicts, or workflow recipes. Do not use for pure Q&A, simple explanation, simple search/display, or read-only analysis with no changes and no verdict