by liyingsong99
A file-based Unity automation bridge for AI coding assistants, enabling logs, compilation, asset/prefab operations, scene editing, and screenshots without MCP.
# Add to your Claude Code skills
git clone https://github.com/liyingsong99/AIBridgeLast scanned: 5/30/2026
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}AIBridge is an open-source ai agents skill for AI coding assistants such as Claude Code, Codex CLI, and ChatGPT, built by liyingsong99. A file-based Unity automation bridge for AI coding assistants, enabling logs, compilation, asset/prefab operations, scene editing, and screenshots without MCP. It has 140 GitHub stars.
Yes. AIBridge passed SkillsLLM's automated security scan — a dependency vulnerability audit plus prompt-injection heuristics — with no high-severity issues. You can read the full report in the Security Report section on this page.
Clone the repository with "git clone https://github.com/liyingsong99/AIBridge" and add it to your Claude Code skills directory (see the Installation section above).
AIBridge is primarily written in C#. It is open-source under liyingsong99 on GitHub, so you can review or fork the full source.
Yes. SkillsLLM lists many other AI Agents skills you can browse and compare side by side. Open the AI Agents category from the badge at the top of this page, or use the Related Skills and comparison links further down to weigh AIBridge against similar tools.
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AIBridge is a Unity package that gives AI coding assistants a stable CLI bridge into Unity Editor. It lets agents resolve real Unity asset paths, inspect scenes and prefabs, edit objects through Unity APIs, run Unity compilation, read Console logs, execute batch workflows, run tests, and capture screenshots or GIFs for visual verification.
The package is designed for AI-assisted Unity development where the assistant must validate changes inside the Editor, not only edit files.
Many Unity automation tools depend on a live socket or MCP session. AIBridge uses file-based command requests and result files, so work can survive script recompilation, domain reloads, editor focus changes, and restarts.
| Dimension | AIBridge | Persistent bridge |
|---|---|---|
| Connection model | File-based requests and results | Live session |
| Compile-cycle resilience | Polls and resumes across reloads | Session can drop |
| Setup | Bundled CLI commands | Server/client wiring |
| AI integration | CLI plus JSON output | Protocol-specific tools |
| Traceability | Command files, results, logs, screenshots | Session state |
| Extensibility | Unity commands plus CLI builders | Tool server extensions |
compile unity, asset, scene, inspector, prefab, screenshot, and get_logs.Install with Unity Package Manager using this Git URL:
https://github.com/liyingsong99/AIBridge.git
You can also clone this repository into a Unity project's Packages folder.
Tools > AIBridge Settings in Unity Editor.Skills Installation section.Install Selected Integrations.Install Unity Project AGENTS.md Template to create a root AGENTS.md.Installed integrations include the fixed CLI path, Skill routing rules, Unity compile checks, Console diagnostics, C# compatibility rules, and workflow checklists. Command references are generated under each installed Skill's references/ directory.
Run commands from the Unity project root after AIBridge has copied its CLI cache:
$CLI = "./AIBridgeCache/CLI/AIBridgeCLI.exe"
On macOS/Linux, use the bundled platform executable or run the DLL with dotnet according to your project setup.
Most commands use this form:
$CLI <command> <action> [options]
CLI-only helpers differ slightly: focus has no action, and multi uses --cmd or --stdin.
$CLI focus
$CLI editor log --message "Hello" --logType Warning
$CLI editor get_state
$CLI compile unity
$CLI get_logs --logType Error --count 50
$CLI get_logs --logType Warning --count 50
$CLI test run --mode EditMode
$CLI test status
Use compile unity for Unity validation. compile dotnet is only an extra solution build check and is not a replacement for Unity compilation.
$CLI asset search --mode script --keyword "Player" --format paths
$CLI asset find --filter "t:Prefab" --format paths
$CLI asset get_path --guid "abc123..."
$CLI asset read_text --assetPath "Assets/Configs/GameConfig.asset"
$CLI scene get_hierarchy --depth 3 --includeInactive false
$CLI scene get_active
$CLI scene load --scenePath "Assets/Scenes/Main.unity" --mode single
$CLI scene save
$CLI gameobject create --name "MyCube" --primitiveType Cube
$CLI gameobject find --withComponent "Rigidbody" --maxResults 20
$CLI gameobject set_active --path "Player" --active true
$CLI transform get --path "Player"
$CLI transform set_position --path "Player" --x 0 --y 1 --z 0
$CLI transform look_at --path "Player" --targetPath "Enemy"
$CLI transform look_at --path "Player" --targetInstanceId 12345
$CLI transform set_sibling_index --path "Canvas/Button" --first true
$CLI inspector get_components --path "Player"
$CLI inspector get_properties --path "Player" --componentName "Transform"
$CLI inspector find_property --path "Player" --componentName "Rigidbody" --keyword "mass"
$CLI inspector set_property --path "Player" --componentName "Rigidbody" --propertyName "mass" --value 10
$CLI prefab get_info --prefabPath "Assets/Prefabs/Player.prefab"
$CLI prefab get_hierarchy --prefabPath "Assets/Prefabs/Player.prefab" --includeComponents true
$CLI prefab patch --prefabPath "Assets/Prefabs/Player.prefab" --ops "AIBridgeCache/patch_ops/player_patch.json" --dryRun true
For simple prefab field edits, use inspector set_property with assetPath + objectPath + componentName. For multi-step prefab edits, use prefab patch --ops <file> and run --dryRun true first.
PowerShell JSON tip:
$values = (@{ 'm_LocalPosition.x' = 0; 'm_LocalPosition.y' = 1 } | ConvertTo-Json -Compress) -replace '"', '\"'
& "./AIBridgeCache/CLI/AIBridgeCLI.exe" inspector set_properties --assetPath 'Assets/Prefabs/Player.prefab' --componentName Transform --values $values
$CLI batch from_text --text "call editor log 'Hello'\ndelay 1000"
$CLI batch from_file --file "AIBridgeCache/scripts/setup_scene.txt"
$CLI multi --cmd "editor log --message Step1&get_logs --logType Error --count 1"
Use multi --stdin for long scripts or JSON-heavy commands:
$script = @'
editor log --message "Start"
delay 1000
get_logs --logType Error --count 1
'@
$script | & "./AIBridgeCache/CLI/AIBridgeCLI.exe" multi --stdin
$CLI gameview get_resolution
$CLI gameview set_resolution --width 1920 --height 1080
$CLI gameview list_resolutions
$CLI screenshot game
$CLI screenshot gif --frameCount 50 --fps 20 --scale 0.5
Game view screenshots and GIF capture require Play Mode.
compile unity.get_logs --logType Error.Editor/ Unity Editor commands, settings window, integrations, prefab patching
Runtime/ Runtime bridge contracts and lightweight runtime data
Tools~/ AIBridgeCLI source and bundled platform binaries
Templates~/ AI root-rule templates and Unity project AGENTS.md template
Skill~/ AIBridge Skills and workflow references
Tests/ Unity EditMode tests
Images/ README images
MIT License. See LICENSE.
Issues and pull requests are welcome. When changing Unity-facing behavior, update the relevant CLI examples, Skill references, and validation notes.