Agent skill

Kimodo Unity Bridge

by OneYoungMean in OneYoungMean/KimodoUnityBridge

Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

Apache-2.0Auto-check passedGame Development

Install Kimodo Unity Bridge

skills CLI
$ npx skills add OneYoungMean/KimodoUnityBridge --skill kimodo-unity-bridge -a claude-code

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

GitHub CLI
$ gh skill install OneYoungMean/KimodoUnityBridge kimodo-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).

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

Facts

Skill name
kimodo-unity-bridge
GitHub stars
107
Token cost
~1.4k tokens
SKILL.md length
250 words
Files
821
Skills in repo
1
Repo updated
First seen
Licence
Apache-2.0

At a glance

Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

  • Works in 4 steps: 读取 GetCommandDefinitionsJson(),或调用… → 使用 schema 中的协议命令名,例如… → 将 JSON 参数传给… → …
  • Game Development work in your project
  • SKILL.md covers Public command entry / 公共命令入口, Installation gate / 安装门槛, Capability tools / 能力工具 and Orchestration loop / 总编排 Loop, plus 1 more section
  • Runs PowerShell and C# scripts from its folder

What it does

Kimodo Unity Bridge is an agent skill from OneYoungMean/KimodoUnityBridge. Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 824 other files (for example `.github/workflows/package-runtime.yml`, `.github/workflows/release-runtime.yml` and `.github/workflows/sync-to-fulldemo.yml`).

It sits in Game Development. It works with NVIDIA AI Platform and C#. The repository describes itself as: Free Local Unity AI Motion Generate Tool.Based By Nvlab Kimodo. The licence is Apache-2.0.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/kimodo-unity-bridge”

Requirements

  • PowerShell

Workflow steps

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

  1. 读取 GetCommandDefinitionsJson(),或调用 kimodo_help 获取实时命令和 schema。
  2. 使用 schema 中的协议命令名,例如 kimodo_generate_animation、scene.context。
  3. 将 JSON 参数传给 command_dispatcher.Invoke(commandName, argumentsJson)。
  4. 对 JSON 返回值检查 ok、status、error 和 request_id。

What it can do on your machine

Read from SKILL.md and the folder at commit a159d03. 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 script files (PowerShell and C#, from the files we listed), which the agent can run.

    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

Kimodo Unity Bridge loads about 1.4k tokens when it runs. Until then it costs about 30 tokens; SKILL.md has 250 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~30
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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 OneYoungMean/KimodoUnityBridge at commit a159d03, republished under its Apache-2.0 licence (© OneYoungMean). 250 words, ~1,433 tokens.

Download SKILL.mdSave it as .claude/skills/kimodo-unity-bridge/SKILL.md (or your agent's skills folder). This skill also uses 820 other files; get the full folder from GitHub.
name
kimodo-unity-bridge
description
Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

KimodoUnityBridge

根 Skill 负责安装门槛、任务入口、命令调用方式、工具编排和统一结果;公共规则见 tools/common.md,具体命令参数以实时 schema 为准。

本文件及同目录 tools/*.md 是已导入 com.unity.kimodo_unity_motion_tools package 的唯一权威 Skill 文档。使用项目入口时,必须先定位该 package 根目录,再按相对路径读取这里的文档;不得使用外部复制的旧工具文档。

Public command entry / 公共命令入口

CLI、exec_editor_script 和其他外部脚本只使用下面的公共 Editor 入口:

csharp
using KimodoUnityBridge.Command;

string schema = command_dispatcher.GetCommandDefinitionsJson();
string result = command_dispatcher.Invoke(commandName, argumentsJson);

调用顺序固定为:

  1. 读取 GetCommandDefinitionsJson(),或调用 kimodo_help 获取实时命令和 schema。
  2. 使用 schema 中的协议命令名,例如 kimodo_generate_animation、scene.context。
  3. 将 JSON 参数传给 command_dispatcher.Invoke(commandName, argumentsJson)。
  4. 对 JSON 返回值检查 ok、status、error 和 request_id。

下面这些名称不是 CLI 的命令入口,不要用它们做命令索引或通过反射调用:

  • command_context 的内部 Handler,例如 GenerateAnimationAsset;
  • command_kimodo 的便利包装方法;
  • KimodoBridgeService.GenerateAsync、KimodoBridgeCommand.ExecuteAsync;
  • KimodoEditorGeneratePipeline.ExecuteAsync 及其他内部 Editor 管线方法。

command_kimodo、Bridge service 和 Editor pipeline 可以供包内 C# 代码使用,但不替代命令目录,也不保证覆盖全部协议命令。CLI 的稳定标识是 schema 中的命令名,不是 C# 方法名。

能力文档中的 kimodo_generate_animation(args)、scene.context(args) 等写法是协议命令的伪代码表示,不是可直接索引的 C# 方法。若当前环境没有原生能力工具,必须通过 exec_editor_script 创建 C# 脚本,并在脚本中调用 command_dispatcher.Invoke。

pseudo
# Shared states / 公共状态
#define YES             1
#define NO              0
#define UNKNOWN         -1
#define NOT_APPLICABLE  -2

WORKFLOW_READY = UNKNOWN

Installation gate / 安装门槛

pseudo
PACKAGE_IMPORTED = project_contains_package()
UNITY_READY      = unity_import_and_compile_completed()
FIRST_USE        = project_runtime_has_never_been_initialized()
UPGRADE          = package_version_changed()
RECOVERY         = runtime_diagnostics_report_missing_or_broken_components()

if PACKAGE_IMPORTED != YES:
    add_package_to_target_unity_project()

wait_until(UNITY_READY == YES)

if FIRST_USE == YES or UPGRADE == YES or RECOVERY == YES:
    install = kimodo_install_server({})
    install_request_id = install.request_id
    poll kimodo_get_generation({request_id: install_request_id})
        until status in {"done", "error"}
    ASSERT status == "done"

# 普通编译、导入或 Editor 重启不重复安装。
WORKFLOW_READY = (
    PACKAGE_IMPORTED == YES
    and UNITY_READY == YES
    and required_project_components_available() == YES
)

ASSERT WORKFLOW_READY == YES before animation work

Capability tools / 能力工具

工具按能力协作,不按单个命令拆分:

Tool责任入口文档
common场景上下文、证据、状态和报告公共规则tools/common.md
scene-context记录场景解析与证据边界tools/scene-context.md
generation生成、轮询、取消,以及 Retarget 派生结果tools/generation.md
recognition根据明确语义识别动作tools/recognition.md
comparison在相同证据条件下比较两个候选tools/comparison.md
pose创建、编辑和复用 External Posetools/pose.md
constraints点约束格式、Pose 使用规则、同帧冲突和效应器预检tools/constraints.md

命令目录只在调用边界使用;不要把完整参数结构复制到工具文档中。能力工具负责流程和证据,Command/help.json 与实时 kimodo_help 负责命令名、参数和返回结构。

Orchestration loop / 总编排 Loop

pseudo
function run_kimodo_task(request):
    intent = classify_intent(request)
    ensure_installation_gate()

    if request.has_animation_reference():
        analysis = run_analysis_tool(request)
        pose_set = run_pose_loop(analysis, request)
    elif request.has_pose_or_keyframe_reference():
        pose_set = run_pose_loop(request, request)
    else:
        pose_set = EMPTY_CONFIRMED_POSE_SET

    best = NONE
    no_improvement = 0
    do:
        generated = run_generation_tool(request, pose_set)
        analysis = run_analysis_and_evaluation(generated, request)
        if best == NONE:
            best = generated
            no_improvement += 1
        else:
            comparison = run_compare_tool(generated, best, request)
            if comparison.improves_best == YES:
                best = generated
                no_improvement = 0
            else:
                no_improvement += 1
        if no_improvement > request.max_no_improvement:
            return unified_report(best, analysis)
        request, pose_set = plan_next_iteration(request, pose_set, analysis)
    while true

Analysis evidence never enters generation directly. It must pass through the Pose loop and become an explicitly confirmed Pose before generation may use it. The first generated candidate is only a baseline; Compare must run before final output. The loop stops when consecutive non-improvement exceeds the configured max_no_improvement.

路由至少覆盖 installation、scene context、generation、recognition、comparison、pose 和 retarget;未匹配到能力时才返回 unsupported 或 needs_clarification。

Shared execution rules / 公共执行规则

  • 只使用运行时返回的安全角色名、动画名和 {track,index} 引用;生成结果的 path 是资产元数据,不是场景 Clip handle。
  • 不得把伪代码中的能力名称、C# Handler 名称或 Editor pipeline 类型当作 CLI 命令名;命令名必须来自实时 schema。
  • 所有命令都以当前活动场景中用户打开/选中的 Animator 所属角色为权威来源;不要从保存的 prefab 路径猜测替代场景对象。
  • 只要生成请求点名动作(例如 walk/run),生成前必须检查当前场景中是否已有语义匹配的角色/动画;修复、改进、替换、续作或变体请求绝不能跳过这一步。找到的动画先作为上下文证据分析,只有请求明确要求参考、复用或约束时才传入生成约束。
  • 视觉结论必须建立在实际打开的返回图像上;静态证据不足时不得报告视觉通过。
  • 已完成 Clip 不覆盖;修正、Retarget 和生成变体均追加派生 Clip。
  • 安装和生成都返回 request_id,并通过 kimodo_get_generation 轮询。安装终态为 done 或 error;生成终态为 completed、failed 或 canceled。轮询必须有固定间隔和总超时;过期或未知请求按失败/未验证报告。
  • assembly reload、Editor 退出、切换场景或进入 Play Mode 导致的取消必须如实报告,不声称自动恢复。
  • 工具报告至少包含 result、output、criteria、evidence、unverified;工具可附加专属字段。
  • 请求未声明的 source、target、range、path 或 constraint 不得自行补全;按约束格式决定 pose 是否需要提供。

需要 Unity 对象细节时,使用命令返回的路径、角色名、动画名或 {track,index} 引用;不读取内部上下文文件。

© OneYoungMean, Apache-2.0. 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 820 other files in the repository root of OneYoungMean/KimodoUnityBridge.

  • SKILL.md
  • .gitattributes
  • .github/scripts/bump-package-version.ps1
  • .github/scripts/package-runtime.ps1
  • .github/workflows/package-runtime.yml
  • .github/workflows/release-runtime.yml
  • .github/workflows/sync-to-fulldemo.yml
  • .github/workflows/sync-to-gitee.yml
  • .github/workflows/sync-to-quickserver.yml
  • .gitignore
  • AGENTS.md
  • AGENTS.md.meta
  • Command.meta
  • Command/AssemblyInfo.cs
  • Command/AssemblyInfo.cs.meta
  • Command/KimodoTool.Command.Editor.asmdef
  • Command/KimodoTool.Command.Editor.asmdef.meta
  • … and 804 more

Open the folder on GitHubat commit a159d03

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Locus Unity BridgeMisaka-Mikoto-Tech/agent-skills278—~4kAutomated safety check: PassMIT
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Aibridge Development WorkflowFlameskyDexive/Legends-Of-Heroes928—~790Automated safety check: PassMIT

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Questions about Kimodo Unity Bridge

What does Kimodo Unity Bridge do?

Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools. Kimodo Unity Bridge is an agent skill from OneYoungMean/KimodoUnityBridge. Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

When should I use Kimodo Unity Bridge?

Kimodo Unity Bridge fits situations like: game Development work in your project.

How do I install Kimodo Unity Bridge in Claude Code?

Run `npx skills add OneYoungMean/KimodoUnityBridge --skill kimodo-unity-bridge -a claude-code`. Or copy the skill folder (the OneYoungMean/KimodoUnityBridge repository) into .claude/skills/kimodo-unity-bridge in your project. Claude Code loads it when a task matches its description.

How do I install Kimodo Unity Bridge in Codex?

Run `npx skills add OneYoungMean/KimodoUnityBridge --skill kimodo-unity-bridge -a codex`. Or copy the skill folder (the OneYoungMean/KimodoUnityBridge repository) into .agents/skills/kimodo-unity-bridge in your project. Codex loads it when a task matches its description.

Can I use Kimodo 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 OneYoungMean/KimodoUnityBridge --skill kimodo-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/kimodo-unity-bridge, .gemini/skills/kimodo-unity-bridge, .github/skills/kimodo-unity-bridge and .opencode/skills/kimodo-unity-bridge in your project.

What does Kimodo Unity Bridge need to run?

Going by SKILL.md and its folder, Kimodo Unity Bridge needs PowerShell and C# for the scripts in its folder. Our summary lists: PowerShell.

Does Kimodo 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 Kimodo 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. Review the folder before installing.

What licence does Kimodo Unity Bridge use?

Kimodo Unity Bridge is published under the Apache-2.0 licence (from the LICENSE file in the skill folder). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Kimodo Unity Bridge use?

About 1.4k tokens (SKILL.md is roughly 5.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Kimodo Unity Bridge?

Skills that share tags, products or a category with Kimodo Unity Bridge: Uloop Execute Dynamic Code (CyberAgentGameEntertainment/NovaShader, 1.6k stars), Locus Unity Bridge (Misaka-Mikoto-Tech/agent-skills, 278 stars), Gameobject Component List All (IvanMurzak/Unity-MCP, 4.4k stars) and Validate Gsdk (PlayFab/gsdk, 170 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Kimodo Unity Bridge?

OneYoungMean (a GitHub user) maintains it in OneYoungMean/KimodoUnityBridge, which has 107 GitHub stars. The repository was last updated on October 11, 2026.

Source: OneYoungMean/KimodoUnityBridge on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.