Unity Editor and Player Runtime CLI integration for AIBridge.

MITAuto-check passedGame Development

Install Aibridge

skills CLI
$ npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install FlameskyDexive/Legends-Of-Heroes aibridge --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/FlameskyDexive/Legends-Of-Heroes.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/aibridge .claude/skills/aibridge && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
aibridge
GitHub stars
929
Token cost
~2.1k tokens
SKILL.md length
863 words
Files
3 (incl. references)
Skills in repo
17
Repo updated
First seen
Licence
MIT

At a glance

Unity Editor and Player Runtime CLI integration for AIBridge.

  • Codex needs to compile Unity
  • SKILL.md covers Invocation, Operating Rules, Related Resources and Essential Commands
  • Calls dotnet and adb
  • Inspect Console logs

What it does

Aibridge is an agent skill from FlameskyDexive/Legends-Of-Heroes. 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…

Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/command-reference.md` and `references/inspector-property-reference.md`).

It sits in Game Development. It works with Unity. The repository describes itself as: A battle of balls game, lol style, AI Agents base, support agent skills & unityMCP. 基于ET 10的双端C游戏框架(.net10 + Unity2022.3.62, EUI+Luban+YooAsset),包含战斗系统(技能/buff/行为树),内置LOL风格球球大战demo. The licence is MIT.

When your agent uses it

  • Codex needs to compile Unity
  • Inspect Console logs
  • Search/read assets
  • Manipulate GameObjects

Example prompts

  • “/aibridge”

What it can do on your machine

Read from SKILL.md and the folder at commit 0bd8ac1. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • dotnet
    • adb

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Aibridge loads about 2.1k tokens when it runs, and up to ~5.4k if it reads all its reference files. Until then it costs about 148 tokens; SKILL.md has 863 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~148
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from FlameskyDexive/Legends-Of-Heroes at commit 0bd8ac1, republished under its MIT licence (© FlameskyDexive). 863 words, ~2,132 tokens.

Download SKILL.mdSave it as .claude/skills/aibridge/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
aibridge
description
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.

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 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.
  • Resource edit order: use inspector set_property/set_properties for single or batched fields, aibridge-prefab-patch for complex Prefab structure edits it supports, Unity Editor scripts for high-level generated assets, and unity-yaml-editing only 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 .asset operations. Preserve m_Script, fileID/guid/type references, YAML indentation, and paired .meta GUIDs; validate afterward with import, targeted inspection, compile unity, and Error logs.
  • 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. dialog is CLI-only, uses Windows window APIs or macOS Accessibility permission, and omits dialog fields when no modal dialog is detected. screenshot game and screenshot gif require Play Mode; screenshot scene_view works in Edit mode when a Scene view is open.
  • input requires Play Mode and an active EventSystem; use it with gameview, screenshot, and get_logs for UI interaction checks.
  • runtime is CLI-only and talks to AIBridgeRuntime inside a Player or Play Mode target. Use runtime list_targets first, then target latest or a specific target id.
  • Code Index is a separate optional Skill. Use aibridge-code-index only when that Skill is installed and project rules say Code Index is enabled; otherwise use rg, file reads, and regular AIBridge commands.
Show full SKILL.md (351 more words)Show less
  • aibridge-prefab-patch: specialized Skill for complex prefab asset edits.
  • aibridge-batch-script: specialized Skill for batch / multi script 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.

bash
$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.

bash
$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

Use aibridge-batch-script before writing long scripts or JSON-heavy multi --stdin commands.

bash
$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.

bash
$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.

bash
$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

© FlameskyDexive, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .codex/skills/aibridge of FlameskyDexive/Legends-Of-Heroes.

  • SKILL.md
  • references/command-reference.md
  • references/inspector-property-reference.md

Open the folder on GitHubat commit 0bd8ac1

Compare with similar skills

Aibridge next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Aibridge compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Aibridge this skillFlameskyDexive/Legends-Of-Heroes929—~2.1kAutomated safety check: PassMIT
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Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills275—~4kAutomated safety check: PassMIT
Unity SkillsBesty0728/Unity-Skills1.8k—~2kAutomated safety check: PassMIT
Uloop Control Play ModeCyberAgentGameEntertainment/NovaShader1.6k1 repos~1.3kAutomated safety check: PassMIT
Unity PluginTomLeeLive/openclaw-unity-plugin107—~5.1kAutomated safety check: PassApache-2.0

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Works with

Questions about Aibridge

What does Aibridge do?

Unity Editor and Player Runtime CLI integration for AIBridge. Aibridge is an agent skill from FlameskyDexive/Legends-Of-Heroes. Unity Editor and Player Runtime CLI integration for AIBridge.

When should I use Aibridge?

Aibridge fits situations like: Codex needs to compile Unity; inspect Console logs; search/read assets; manipulate GameObjects.

How do I install Aibridge in Claude Code?

Run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge -a claude-code`. Or copy the skill folder (.codex/skills/aibridge in FlameskyDexive/Legends-Of-Heroes) into .claude/skills/aibridge in your project. Claude Code loads it when a task matches its description.

How do I install Aibridge in Codex?

Run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge -a codex`. Or copy the skill folder (.codex/skills/aibridge in FlameskyDexive/Legends-Of-Heroes) into .agents/skills/aibridge in your project. Codex loads it when a task matches its description.

Can I use Aibridge in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/aibridge, .gemini/skills/aibridge, .github/skills/aibridge and .opencode/skills/aibridge in your project.

What does Aibridge need to run?

Going by SKILL.md and its folder, Aibridge needs the command-line tools its instructions call (dotnet and adb).

Does Aibridge access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Aibridge safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Aibridge use?

Aibridge is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Aibridge use?

About 2.1k tokens (SKILL.md is roughly 8.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.

What are the alternatives to Aibridge?

Skills that share tags, products or a category with Aibridge: Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 275 stars), Unity Skills (Besty0728/Unity-Skills, 1.8k stars) and Uloop Control Play Mode (CyberAgentGameEntertainment/NovaShader, 1.6k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Aibridge?

FlameskyDexive (a GitHub user) maintains it in FlameskyDexive/Legends-Of-Heroes, which has 929 GitHub stars. The repository holds 17 skills in this directory. The repository was last updated on September 22, 2026.

Source: FlameskyDexive/Legends-Of-Heroes on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.