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aibridge

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes스타 931(GitHub 931 + cccskills 0)
연동 도구Unity

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포함된 파일(3)

  • SKILL.md8.3 KB
  • references/command-reference.md10.8 KB
  • references/inspector-property-reference.md2.1 KB

SKILL.md(원문)

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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.

Related Resources

  • 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.

$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.

$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

multi - Execute Multiple Commands (Recommended)

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

$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.

$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.

$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

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같은 저장소의 스킬

AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

et-async

무료

ET async and EntityRef safety workflow. Use when adding, modifying, or reviewing async/await, ETTask, generic ETTask results, ETCancellationToken, NewContext, concurrent waits, handler Run async safety, or any Entity access after await in WOW/ET code or tests.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

et-build

무료

ET build, analyzer, proto export, server startup, and publish workflow. Use when compiling WOW with dotnet build ET.sln, exporting Proto to C#, starting ET.App, publishing, or validating analyzer/build results.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

FlameskyDexive/Legends-Of-Heroes9312026년 9월 22일 업데이트

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