Agent skill

Aibridge Prefab Patch

by FlameskyDexive in FlameskyDexive/Legends-Of-Heroes

Unity Prefab asset patch workflow for AIBridge. An agent skill from FlameskyDexive/Legends-Of-Heroes.

MITAuto-check passedGame Development

Install Aibridge Prefab Patch

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

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

GitHub CLI
$ gh skill install FlameskyDexive/Legends-Of-Heroes aibridge-prefab-patch --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-prefab-patch .claude/skills/aibridge-prefab-patch && 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-prefab-patch
GitHub stars
929
Token cost
~1.3k tokens
SKILL.md length
439 words
Files
2 (incl. references)
Skills in repo
17
Repo updated
First seen
Licence
MIT

At a glance

Unity Prefab asset patch workflow for AIBridge. An agent skill from FlameskyDexive/Legends-Of-Heroes.

  • Works in 6 steps: Find the target prefab with asset… → Inspect structure with prefab… → Create .aibridge/patch_ops/.json. → …
  • Modifying complex prefab assets with prefab patch operations
  • SKILL.md covers 参数选择, 标准流程, 操作示例 and 支持的操作, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Aibridge Prefab Patch is an agent skill from FlameskyDexive/Legends-Of-Heroes. Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector setproperty, scene object commands, and direct Unity YAML fallback.

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/prefab-reference.md`).

It sits in Game Development. 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

  • Modifying complex prefab assets with prefab patch operations
  • Component creation
  • SerializedProperty writes
  • Internal GameObject/component references

Example prompts

  • “/aibridge-prefab-patch”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Find the target prefab with asset find/search --format paths.
  2. Inspect structure with prefab get_hierarchy --prefabPath "".
  3. Create .aibridge/patch_ops/.json.
  4. Run dry-run
  5. If dry-run succeeds, run the same command without --dryRun true.
  6. Re-check hierarchy/properties, then run compile unity and get_logs --logType Error.

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

    No scripts in the folder and no shell commands in SKILL.md (its code samples are json and bash).

    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 Prefab Patch loads about 1.3k tokens when it runs, and up to ~1.5k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 439 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.5k

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). 439 words, ~1,250 tokens.

Download SKILL.mdSave it as .claude/skills/aibridge-prefab-patch/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
aibridge-prefab-patch
description
Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

AIBridge Prefab Patch

Use prefab patch for complex Prefab asset edits that need multiple operations in one load/save cycle. Use inspector set_property for a single simple serialized field, and inspector set_properties for small batched field edits. Use gameobject、transform、inspector for scene objects. If the requested Prefab/Scene/custom .asset operation is not supported by AIBridge, load unity-yaml-editing and follow its direct UnityYAML rules.

$CLI means the platform-appropriate AIBridge CLI invocation, usually ./.aibridge/cli/AIBridgeCLI.exe on Windows.

参数选择

  • Prefer --ops <file> for multi-step edits, nested JSON, arrays, references, or anything run from PowerShell.
  • Use --ops-json <json> only for one or two very small operations.
  • Put temporary operation files under .aibridge/patch_ops/.
  • Always run --dryRun true before writing the prefab.

标准流程

  1. Find the target prefab with asset find/search --format paths.
  2. Inspect structure with prefab get_hierarchy --prefabPath "<prefab>".
  3. Create .aibridge/patch_ops/<task>.json.
  4. Run dry-run:
bash
$CLI prefab patch --prefabPath "Assets/Prefabs/Player.prefab" --ops ".aibridge/patch_ops/player_hp_patch.json" --dryRun true
  1. If dry-run succeeds, run the same command without --dryRun true.
  2. Re-check hierarchy/properties, then run compile unity and get_logs --logType Error.

操作示例

json
[
  { "op": "ensure_child", "path": "Player/HP" },
  { "op": "ensure_component", "path": "Player/HP", "typeName": "Animator" },
  {
    "op": "set_property",
    "target": { "path": "Player/HP", "componentName": "Animator" },
    "propertyName": "m_Enabled",
    "value": true
  },
  {
    "op": "set_array",
    "target": { "path": "Player", "componentName": "YourComponent" },
    "propertyName": "items",
    "items": [
      { "key": "HP", "value": { "$gameObject": "Player/HP" } },
      {
        "key": "HPAnimator",
        "value": {
          "$component": { "path": "Player/HP", "typeName": "Animator" }
        }
      }
    ]
  }
]

支持的操作

  • ensure_child: Ensure a GameObject path exists. Optional fields: active, tag, layer.
  • ensure_component: Ensure a component exists on path. Use typeName.
  • set_property: Set one SerializedProperty on a GameObject/component/asset target.
  • set_properties: Set multiple SerializedProperties on one target.
  • set_array: Replace an array property.
  • append_array: Append items to an array property.
  • clear_array: Clear an array property.
Show full SKILL.md (226 more words)Show less

不支持时的处理

prefab patch currently does not cover every Unity serialized structure. Use unity-yaml-editing when the task needs unsupported operations such as:

  • Scene .unity object creation or structure edits not exposed by scene/gameobject/transform/inspector commands.
  • Prefab Variant override structures, nested modification records, or operations outside the listed patch ops.
  • Creating a brand-new Prefab file from text serialization, including paired .meta, root object, child hierarchy, and component documents.
  • Adding Prefab documents/components whose schema is not covered by patch ops, after copying the shape from the same Unity version/project.
  • ScriptableObjectTable/custom .asset creation or structural edits that cannot be represented by Inspector SerializedProperty writes.
  • Other text-serialized Unity assets (.mat, .controller, .anim, etc.) requiring direct document/fileID/GUID changes.

引用写法

Use these object reference values inside value or array items:

json
{ "$gameObject": "Player/HP" }
{ "$component": { "path": "Player/HP", "typeName": "Animator" } }
{ "$asset": "Assets/Materials/HPMat.mat" }
{ "$guid": "asset-guid" }
null

注意事项

  • Do not edit Prefab YAML directly unless no Unity/AIBridge API path exists; when required, use unity-yaml-editing.
  • For direct YAML fallback, copy component schema from a same-project example, update every GameObject.m_Component, Transform.m_Children, Transform.m_Father, and component m_GameObject reference, then re-import and inspect.
  • Paths are normalized against the prefab root; both Root/Child and Child can work when unambiguous.
  • Duplicate child names under the same parent are ambiguous; use exact hierarchy paths.
  • Duplicate components of the same type are ambiguous; use componentIndex when needed.
  • Keep operation JSON under .aibridge/patch_ops/; do not put it under Assets/ or commit it.

References

  • references/prefab-reference.md: generated CLI reference for general prefab commands.

© 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 1 other file (references) in .codex/skills/aibridge-prefab-patch of FlameskyDexive/Legends-Of-Heroes.

  • SKILL.md
  • references/prefab-reference.md

Open the folder on GitHubat commit 0bd8ac1

Compare with similar skills

Aibridge Prefab Patch 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 Prefab Patch compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
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Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Aibridge Prefab Patch

What does Aibridge Prefab Patch do?

Unity Prefab asset patch workflow for AIBridge. An agent skill from FlameskyDexive/Legends-Of-Heroes. Aibridge Prefab Patch is an agent skill from FlameskyDexive/Legends-Of-Heroes. Unity Prefab asset patch workflow for AIBridge.

When should I use Aibridge Prefab Patch?

Aibridge Prefab Patch fits situations like: modifying complex prefab assets with prefab patch operations; component creation; serializedProperty writes; internal GameObject/component references.

How do I install Aibridge Prefab Patch in Claude Code?

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

How do I install Aibridge Prefab Patch in Codex?

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

Can I use Aibridge Prefab Patch 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-prefab-patch -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-prefab-patch, .gemini/skills/aibridge-prefab-patch, .github/skills/aibridge-prefab-patch and .opencode/skills/aibridge-prefab-patch in your project.

What does Aibridge Prefab Patch need to run?

SKILL.md names no scripts, command-line tools or credentials: Aibridge Prefab Patch is instructions for the agent only.

Does Aibridge Prefab Patch 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 Prefab Patch 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 Prefab Patch use?

Aibridge Prefab Patch 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 Prefab Patch use?

About 1.3k tokens (SKILL.md is roughly 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 243 tokens, read only when the agent opens those files.

What are the alternatives to Aibridge Prefab Patch?

Skills that share tags, products or a category with Aibridge Prefab Patch: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Aibridge Prefab Patch?

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.