Agent skill

Locus Unity Bridge

by Misaka-Mikoto-Tech in Misaka-Mikoto-Tech/agent-skills

A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…

MITAuto-check passedGame Development

Install Locus Unity Bridge

skills CLI
$ npx skills add Misaka-Mikoto-Tech/agent-skills --skill locus-unity-bridge -a claude-code

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

GitHub CLI
$ gh skill install Misaka-Mikoto-Tech/agent-skills locus-unity-bridge --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/Misaka-Mikoto-Tech/agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/locus-unity-bridge .claude/skills/locus-unity-bridge && 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
locus-unity-bridge
GitHub stars
278
Token cost
~4k tokens
SKILL.md length
1,742 words
Files
6 (incl. scripts, references)
Skills in repo
3
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…

  • Works in 3 steps: Probe first → Inspect with send → Use a top-level operation
  • An agent needs to inspect
  • SKILL.md covers Safety, Command map, 1. Probe first and 2. Inspect with send, plus 3 more sections
  • Runs PowerShell scripts from its folder; calls pwsh

What it does

Locus Unity Bridge is an agent skill from Misaka-Mikoto-Tech/agent-skills. Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or Unity scripts must be recompiled.

Its SKILL.md is about 4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `agents/openai.yaml`, `references/property-tree.md` and `references/scene-prefab-search.md`).

It sits in Game Development. It works with C#, Unity, Model Context Protocol and PowerShell. The repository describes itself as: Reusable AI agent skills for Codex, including a PowerShell skill for safe Windows command invocation and optional MCP utilities. The licence is MIT.

When your agent uses it

  • An agent needs to inspect
  • Control a real Unity Editor through Locus
  • Especially when Unity MCP is unavailable
  • Named-pipe discovery is needed

Example prompts

  • “/locus-unity-bridge”

Requirements

  • PowerShell

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Probe first
  2. Inspect with send
  3. Use a top-level operation

What it can do on your machine

Read from SKILL.md and the folder at commit 711abaf. 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

    Ships 2 files in scripts/ (PowerShell), which the agent can run.

    Shell commands in SKILL.md call:

    • pwsh

    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

Locus Unity Bridge loads about 4k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 58 tokens; SKILL.md has 1,742 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~58
When it runs · the whole SKILL.md, loaded when a task matches
~4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.1k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from Misaka-Mikoto-Tech/agent-skills at commit 711abaf, republished under its MIT licence (© Misaka-Mikoto-Tech). 1,742 words, ~4,017 tokens.

Download SKILL.mdSave it as .claude/skills/locus-unity-bridge/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
locus-unity-bridge
description
Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C# must be executed, or Unity scripts must be recompiled.

Locus Unity Bridge

Use the bundled PowerShell client to inspect or control a real Unity Editor. Do not rewrite its named-pipe client. Always pass the exact Unity root to -ProjectPath; it identifies the bridge connection.

Safety

execute can run arbitrary C# in Unity, and the property-tree write messages (property_tree_write, property_tree_apply) mutate the user's project. Use any of them only for the project and task the user authorized, and prefer the read path when the task is inspection. A connected bridge requires Locus to already be installed and enabled in the target project. Do not install or repair Locus, create its marker, launch or close Unity, or modify a project merely to connect the bridge.

Command map

The client has six top-level commands. send is a transport command: its -MessageType selects a curated Locus protocol message. Do not treat a message type as a value for -Command.

Top-level -CommandUse
probeCheck package and bridge connectivity before every Unity operation.
sendSend one approved protocol message listed below.
thumbnailSave an asset thumbnail as a local PNG.
render-previewSave a Prefab/model preview as a local PNG.
executeRun an authorized C# snippet.
recompileRequest compilation and wait through domain reload.

All commands except recompile use -TimeoutSeconds (default 10, range 1–600) for their final pipe response. Increase it only for an operation that is expected to take longer. recompile instead uses its dedicated timeout options below.

Resolve the client once:

powershell
$locusBridge = Join-Path $env:USERPROFILE '.agents\skills\locus-unity-bridge\scripts\locus-unity.ps1'

1. Probe first

powershell
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command probe -ProjectPath 'E:\Source\SomeUnityProject'
StatusNext action
connectedContinue with an operation.
package_missingReport the expected Packages/com.farlocus.locus; installation is outside this skill.
package_invalidReport the incomplete installation path; repair is outside this skill.
bridge_not_enabledAsk the user to enable/connect Locus for this project.
editor_unreachableVerify that the matching project is open in Unity and Locus is active.

The probe recognizes canonical and legacy package layouts. It uses a bridge marker when present, otherwise it computes the project-specific pipe name.

2. Inspect with send

Use this shape for all entries in the table. Successful responses are JSON; parse a nested JSON payload from the envelope's message field when noted.

powershell
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command send -ProjectPath 'E:\Source\SomeUnityProject' `
    -MessageType <message-type> -Message '<json-or-empty-string>'
Need-MessageType-Message / guidance
Editor status and active scenestatusEmpty string.
Console errors or warningsunity_get_console_log{"levels":["error","warn"],"limit":20}; raise limit only when needed.
Known serialized targetproperty_tree_readRead Property Tree requests.
Locate serialized propertiesproperty_tree_discoverRead Property Tree requests.
Find objects/fields in .unity or .prefabsearch_yamlRead Scene and Prefab search.
Inspect one found scene/Prefab objectread_yamlUse the object_path from search; see the same reference.
Capture Game, Scene, or Editor windowcapture_viewportJSON below.

get_console_text is a large compatibility snapshot, not a default query.

For capture_viewport, set target to game, scene, or editor_window. maxLongEdge defaults to 1280, accepts 0 for source size, and is capped at 8192; editor_window optionally accepts windowTitle. The response returns a PNG path under Library/Locus/Screenshots/; report it and do not delete it.

json
{"target":"game","maxLongEdge":1280}
Writing properties (mutating — confirm authorization first)

Everything above is read-only. Unity's property write path is a separate, explicitly authorized step:

Need-MessageType-Message
Set one existing serialized propertyproperty_tree_write{"target":{"kind":"selection","propertyPath":"m_Speed"},"valueJson":"12.5"}
Commit several writes togetherproperty_tree_apply{"writes":[<write request>, ...]}

A write reuses the read targets (selection, asset, scriptableobject, material, gameobject, component) plus the target.propertyPath reported by a preceding read or discover. valueJson is the JSON-encoded value. mode: "preview" applies a transient drag preview instead of committing; omit mode for a real commit. bindingId is only echoed back and may be omitted.

property_tree_write records Undo, marks the object and scene dirty, and returns a fresh read plus a beforeSnapshot. It does not save the asset — live writes keep Property Tree commit semantics, so the asset can still be waiting for Unity to save it. Never report a write as persisted without a separate save step, and say so when the file is still dirty.

Writes that must be persisted, revision-checked, or correct against Prefab inheritance use a different surface: asset_api (transaction id, expected_revision, dependencies, persist: "disk", array operations, batches up to 256 files / 10,000 operations). That is the transactional YAML backend, not a raw file writer; treat it as its own task and confirm scope with the user before using it.

Do not hand-edit .unity/.prefab YAML as a substitute for either path: exact fileIDs/GUIDs, Prefab variant override/revert topology, import ordering, and stale-revision rejection are precisely what the transactional layer exists to handle.

3. Use a top-level operation

Asset images

Do not send asset_thumbnail or asset_preview_render directly: their PNG responses contain Base64. These commands decode it locally and return only a path plus image metadata. Use -OutputDirectory to choose a local destination; otherwise the client uses its local temporary folder.

powershell
# Any asset under Assets/ or Packages/; -MaxSize is 64-512 (default 192).
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command thumbnail -ProjectPath 'E:\Source\SomeUnityProject' `
    -AssetPath 'Assets\Art\Icon.png' -MaxSize 192

# Prefab or model only; width/height are 96-640.
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command render-preview -ProjectPath 'E:\Source\SomeUnityProject' `
    -AssetPath 'Assets\Props\Chair.prefab' `
    -PreviewWidth 320 -PreviewHeight 220 -Yaw 25 -Pitch -12 -Distance 1.15

Use -PanX, -PanY, and -PanZ only when reframing the model preview is necessary. Rendering does not modify the source asset.

Execute authorized C# or recompile

Use execute only when the curated operations do not answer the task. Use -Code for a short snippet or -CodeFile for multi-line/reusable code; provide exactly one. Prefer print(...) or printJson(...) for returned data.

Snippet contract
  • The supplied code is the body of a Locus-generated entry method, not an independent C# file. Write direct statements and local functions; do not declare Main, class, struct, or namespace.
  • print, printJson, clear, ctx, and ct are injected. A non-null return value is printed as text.
  • For structured output, use printJson(new { key = value, items = values }). It serializes anonymous objects, dictionaries, and ordinary property-bearing values to JSON; do not declare a DTO class solely to return data.
Execute safety
  • Every loop in an execute snippet needs an explicit completion condition and an iteration or time bound. Do not use unbounded while, for, or polling loops.
  • Long-running loops must call ct.ThrowIfCancellationRequested() regularly; use await ctx... for waits that continue with Unity API access.
  • -TimeoutSeconds only stops this client from waiting; it does not stop Unity code already running. Treat it as a wait limit, not a recovery mechanism.
  • The client can cancel a running snippet only when -AcceptCancel is set and its stdin stays writable. It then sends cancel_execute_code carrying the execution id injected into the snippet (//__LOCUS_EXECUTION_ID__:<id>, the same id execute_code_progress uses). Without -AcceptCancel there is no cancel path, so a timed-out snippet simply keeps running.
  • Locus also has a 30-second inactivity watchdog. It requests cancellation and returns a timeout, but cannot preempt code already blocking Unity's main thread. Do not treat that watchdog as a hard stop.
  • The watchdog only fires on silence, so a snippet that keeps emitting print or ctx.Progress(...) can run indefinitely.
  • Never re-send an execute merely because it timed out: the snippet may still be running and would then execute a second time. Use -AcceptCancel when you may need to stop it, keep snippets bounded and repeat-safe, and tell the user when a snippet might still be live instead of retrying silently.
SymbolPurpose
print / printJsonAppend plain text / JSON to the final result buffer.
clearClear that buffer; rarely needed.
ctxUnity-aware waits and progress, such as WaitFrames, WaitSeconds, and Progress.
ctCancellation token; check it in long loops or call ThrowIfCancellationRequested().
Show full SKILL.md (587 more words)Show less
Async work

Top-level await is supported. For waits followed by Unity API access, use a ctx awaitable so the continuation resumes from EditorApplication.update.

ExpressionWaits for
await ctx.wait / await ctx.WaitFrame()The next editor update.
await ctx.WaitFrames(n)n editor updates.
await ctx.WaitSeconds(s)At least s seconds, then a later editor update.
await ctx.WaitUntil(() => condition, "description")A condition checked on each editor update.

Do not pass Unity yield objects to ctx. Await local async functions from the snippet. Each await ctx... checks cancellation before continuing. In long synchronous loops, or after an external await that does not accept ct, call ct.ThrowIfCancellationRequested(). The watchdog fires after 30 seconds of silence: emit ctx.Progress(...) more often than that. Do not use a single silent await ctx.WaitSeconds(30) or longer; split a longer wait into chunks under 30 seconds and report progress between them. print(...) also resets the watchdog, but does not check cancellation, so pair it with an explicit ct check in long-running loops. Set -TimeoutSeconds for the expected total duration.

For a bounded scan, check cancellation on every iteration and periodically report progress before yielding the Unity main thread:

csharp
var scene = SceneManager.GetActiveScene();
var roots = scene.GetRootGameObjects();
var rootNames = new List<string>(roots.Length);

for (var i = 0; i < roots.Length; i++)
{
    // Limit cancellation latency within this 100-item batch.
    ct.ThrowIfCancellationRequested();
    rootNames.Add(roots[i].name);

    if ((i + 1) % 100 == 0 || i == roots.Length - 1)
    {
        ctx.Progress("Inspecting roots", $"{i + 1}/{roots.Length}",
            (float)(i + 1) / roots.Length);
        await ctx.WaitFrame();
    }
}

printJson(new { scene = scene.name, rootNames });

Use these ctx awaitables rather than Task.Delay when Unity API access must continue after the wait. For execute, -TimeoutSeconds is the maximum wait for the snippet's final response.

powershell
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command execute -ProjectPath 'E:\Source\SomeUnityProject' `
    -CodeFile 'C:\Temp\inspect-scene.cs' -TimeoutSeconds 30

# Opt in only when intermediate async progress is useful.
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command execute -ProjectPath 'E:\Source\SomeUnityProject' `
    -CodeFile 'C:\Temp\inspect-scene.cs' -TimeoutSeconds 60 `
    -FollowProgress -ProgressIntervalSeconds 2 -AcceptCancel

& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
    -Command recompile -ProjectPath 'E:\Source\SomeUnityProject' `
    -RecompileRequestTimeoutSeconds 10 -RecompileTimeoutSeconds 120

For recompile, -RecompileRequestTimeoutSeconds limits each pipe request; -RecompileTimeoutSeconds limits the complete compile, reload, and reconnect workflow. -TimeoutSeconds does not apply to recompile.

Cancel a running execute

Add -AcceptCancel only when the caller keeps the running PowerShell process's stdin writable. To stop the execution, write one line containing cancel to that stdin. The script sends the cancellation on its existing Locus connection, then returns { "Status": "canceled", ... }. This works with or without -FollowProgress; progress merely gives the agent a basis for deciding. Do not start a second Locus client to cancel a running execution. Cancellation is cooperative: snippets must await ctx or check ct in long-running code.

For progress-driven cancellation, the process runner must consume stdout incrementally while keeping stdin writable. Concurrently read progress records line by line, then write cancel to the same process's stdin when needed. A final-only capture such as waiting for ReadToEndAsync() cannot make a decision from progress before the process exits. Keep -NonInteractive. If cancellation input is unavailable, split the work into bounded execute calls.

Invocation pitfalls (Windows / PowerShell)

pwsh.exe -File <script> -Message '<json>' mangles the argument on the way to the native process: internal " are stripped (JSON parse error: Missing a name for object member) and an empty -Message '' is dropped entirely (Missing an argument for parameter 'Message'). Invoke the script in the current PowerShell session instead, so the parameters bind as real objects:

powershell
$locusBridge = Join-Path $env:USERPROFILE '.agents\skills\locus-unity-bridge\scripts\locus-unity.ps1'
& $locusBridge -Command send -ProjectPath 'E:\Source\SomeUnityProject' `
    -MessageType unity_get_console_log -Message '{"levels":["error","warn"],"limit":15}'

# No-payload messages: '""' also works, but '' only works when called in-process.
& $locusBridge -Command send -ProjectPath 'E:\Source\SomeUnityProject' -MessageType status -Message ''

Use pwsh.exe -File only for calls whose arguments contain no quotes and no empty strings. Note & $locusBridge ... 2>&1 | Out-String wraps errors in CLIXML noise; read the raw output when diagnosing.

A transient managed_reloading failure means Unity is compiling or in a domain reload, not that the bridge is broken. Retry status every few seconds, or use recompile to drive the reload deliberately, and only then report a problem.

Transport notes

  • execute -FollowProgress is opt-in for long async snippets. It checks progress every 2 seconds by default and writes only meaningful status changes as compact <locus-execute-progress>{...}</locus-execute-progress> lines before the usual final JSON response. The compact record excludes sourceText; do not use it for short operations or as a substitute for final output.
  • Do not target the Locus source checkout when the requested Unity project is elsewhere.
  • Do not assume Unity MCP is required; this skill uses Locus directly.

© Misaka-Mikoto-Tech, 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 5 other files (scripts, references) in skills/locus-unity-bridge of Misaka-Mikoto-Tech/agent-skills.

  • SKILL.md
  • agents/openai.yaml
  • references/property-tree.md
  • references/scene-prefab-search.md
  • scripts/Test-LocusUnityBridge.ps1
  • scripts/locus-unity.ps1

Open the folder on GitHubat commit 711abaf

Compare with similar skills

Locus Unity Bridge 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.

Locus Unity Bridge compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Locus Unity Bridge this skillMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
Unity PluginTomLeeLive/openclaw-unity-plugin107—~5.1kAutomated safety check: PassApache-2.0
Unity Skill CreateIvanMurzak/Unity-MCP4.4k—~2.1kAutomated safety check: PassApache-2.0
Windows Chat VerificationEvotecIT/DesktopManager107—~1.5kAutomated safety check: PassNone
Gameobject Component List AllIvanMurzak/Unity-MCP4.4k—~846Automated safety check: PassApache-2.0
Desktopmanager OperatorEvotecIT/DesktopManager107—~4.5kAutomated safety check: PassNone

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Questions about Locus Unity Bridge

What does Locus Unity Bridge do?

A skill your agent uses when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or…. Locus Unity Bridge is an agent skill from Misaka-Mikoto-Tech/agent-skills. Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C must be executed, or Unity scripts must be recompiled.

When should I use Locus Unity Bridge?

Locus Unity Bridge fits situations like: an agent needs to inspect; control a real Unity Editor through Locus; especially when Unity MCP is unavailable; named-pipe discovery is needed.

How do I install Locus Unity Bridge in Claude Code?

Run `npx skills add Misaka-Mikoto-Tech/agent-skills --skill locus-unity-bridge -a claude-code`. Or copy the skill folder (skills/locus-unity-bridge in Misaka-Mikoto-Tech/agent-skills) into .claude/skills/locus-unity-bridge in your project. Claude Code loads it when a task matches its description.

How do I install Locus Unity Bridge in Codex?

Run `npx skills add Misaka-Mikoto-Tech/agent-skills --skill locus-unity-bridge -a codex`. Or copy the skill folder (skills/locus-unity-bridge in Misaka-Mikoto-Tech/agent-skills) into .agents/skills/locus-unity-bridge in your project. Codex loads it when a task matches its description.

Can I use Locus Unity Bridge 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 Misaka-Mikoto-Tech/agent-skills --skill locus-unity-bridge -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/locus-unity-bridge, .gemini/skills/locus-unity-bridge, .github/skills/locus-unity-bridge and .opencode/skills/locus-unity-bridge in your project.

What does Locus Unity Bridge need to run?

Going by SKILL.md and its folder, Locus Unity Bridge needs PowerShell for the scripts in its folder and the command-line tools its instructions call (pwsh). Our summary lists: PowerShell.

Does Locus Unity Bridge 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 Locus Unity Bridge 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Locus Unity Bridge use?

Locus Unity Bridge 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 Locus Unity Bridge use?

About 4k tokens (SKILL.md is roughly 16k 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 1.1k tokens, read only when the agent opens those files.

What are the alternatives to Locus Unity Bridge?

Skills that share tags, products or a category with Locus Unity Bridge: Unity Plugin (TomLeeLive/openclaw-unity-plugin, 107 stars), Unity Skill Create (IvanMurzak/Unity-MCP, 4.4k stars), Windows Chat Verification (EvotecIT/DesktopManager, 107 stars) and Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Locus Unity Bridge?

Misaka-Mikoto-Tech (a GitHub user) maintains it in Misaka-Mikoto-Tech/agent-skills, which has 278 GitHub stars. The repository holds 3 skills in this directory. The repository was last updated on September 21, 2026.

Source: Misaka-Mikoto-Tech/agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.