AIBridge skill
AIBridge gives agents a Unity work loop: compile, logs, scenes and prefabs, Play Mode input, screenshots and Player debugging
- 227 ★ on the repository
- Last commit
- MIT
Broad access
Why this level
- Changes scenes, prefabs and assets through Unity APIs and runs temporary C# code in the Editor
- The Runtime Bridge in a build opens the Player to commands, and with HybridCLR code can be sent into it
Install
- Works in
Manual install
The user installs the package: Unity Package Manager, Git URL `https://github.com/liyingsong99/AIBridge.git`. Then in Unity open `AIBridge/Workflows`, the Skills tab, tick the clients and click `Install Selected Integrations`. Run the CLI from the project root: `compile unity` first, then `get_logs --logType Error`, and field edits through `inspector set_property`. Do not enable runtime code execution in a Player without the user's explicit permission.
Access and checks
How we reviewBroad accessThe tool can change data, run commands or handle secrets.
- Changes scenes, prefabs and assets through Unity APIs and runs temporary C# code in the Editor
- The Runtime Bridge in a build opens the Player to commands, and with HybridCLR code can be sent into it
This is third-party code. Review the repository files before installing.
What it does
AIBridge is a project-local package for Unity that stops an agent from being limited to reading and editing script text. It finds real asset paths, reads scene and prefab hierarchies, changes Inspector fields through Unity APIs, runs compilation and tests, reads the Console, simulates Play Mode input, captures screenshots and GIFs and connects to built Players. The package has several layers. A CLI (`AIBridgeCLI`) takes commands like `compile unity` and `get_logs --logType Error`. AIBridge skills are written into each selected client's default folder, for example `.codex/skills/` for Codex. A Runtime Bridge inside a built Player exposes status, logs, screenshots, performance samples and a UI snapshot. A code index looks up C# declarations by name, and workflow recipes run checked steps and write reports to `.aibridge/workflows/runs/`. With HybridCLR installed the package can compile temporary diagnostic code in the Editor and dispatch it to a target Player, but only when runtime code execution is explicitly enabled. Android has a path through `adb reverse`.
Who it is for. Unity developers who work on a project together with Codex, Claude or Cursor and want the agent to check compilation, logs and UI itself after edits.
Good fit when
- The agent edited a script and you need to confirm Unity still compiles and read the Console errors
- Every button prefab has to be checked for missing click audio, with a dry run of the patch first
- You need to reproduce a UI bug: enter Play Mode, click a button and take a screenshot
- The login button does nothing in an Android build and you need logs, a screenshot and performance data from the Player
- You need the declaration of the `PlayerController` class looked up by name through the code index
Not a fit when
- The project is not on Unity: the package is tied to the Unity Editor and its APIs
- You want a ready MCP server for Unity: AIBridge works through CLI and skills and does not replace the MCP protocol
- You need arbitrary code run in a build without explicit consent: it is enabled separately and only with HybridCLR installed
Example request
Enter Play Mode, click the inventory button, confirm the panel opens and attach a screenshot and Console errorsLimitations
- A Unity project is required and the package installs through Package Manager from a Git URL; a mirror is on Gitee.
- Play Mode input needs an EventSystem, the `focus` command works only on Windows and `dialog` only from the CLI.
- Code sent through `code runtime_execute` reaches the Player only with HybridCLR installed and runtime code execution explicitly enabled.
- The code index reads only C# declaration names, so for real analysis you open the `.cs` files directly.
How to disable. Remove the package through Unity Package Manager, then delete the installed skills from the client folders (for example `.codex/skills/`), the `.aibridge/` directory and the root `AGENTS.md` if you created it from the template.
FAQ
How do I install AIBridge into a Unity project?
Add the package in Unity Package Manager from `https://github.com/liyingsong99/AIBridge.git` (use the `dev` branch for fresh changes), then open `AIBridge/Workflows`, tick the clients on the Skills tab and click `Install Selected Integrations`.
How is AIBridge different from Unity MCP servers?
mcp-for-unity drives the Editor through the MCP protocol. AIBridge works at the Unity tool layer through a CLI and skills and can also connect to built Players, but it does not replace the MCP protocol.
Can I debug a built game on a phone?
Yes, for builds with Runtime Bridge enabled. On the local network `runtime discover` finds the Player, and for Android over USB you run `adb reverse tcp:27182 tcp:27182` and connect over HTTP to 127.0.0.1.
Where are workflow reports stored?
In `.aibridge/workflows/runs/` inside the project: the run manifest, command results, artifacts, gates and a Markdown report.
Does AIBridge need an MCP server?
No. The agent calls the `AIBridgeCLI` command line following the installed skills. The README compares the package with Unity-MCP-style bridges but it does not replace the MCP protocol.
Discussion
No questions or reviews yet.
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Comparison with similar tools
Cards that share the main search query, and how they differ.
| Tool | Official | Authentication | Repository stars | Main difference |
|---|---|---|---|---|
| AIBridge (this card) | no | 227 | ||
| MCP for Unity | no | not required | 15,902 | drives the Unity Editor from an agent through the MCP protocol |
| Unity Skills | no | 1,244 | Unity's official skill set: Editor, builds, 2D and 3D, UI |
README in short
The page presents AIBridge as a set of a CLI, skills, a code index and a Runtime Bridge and lists work scenarios: an edit loop with compilation, prefab checks, Play Mode input, Player debugging and performance reports. It continues with installation through Package Manager, skill setup in the Workflows window and a command reference that is collapsed by default.
README badge
Original SKILL.md
--- name: aibridge description: Unity Editor and Player Runtime CLI integration for AIBridge. Use for harness snapshot reads, Unity compile/logs/assets/scenes/prefabs/Inspector, screenshots/GIFs, Play Mode input, Runtime Player targets, focus/menu/game view, or AIBridgeCLI syntax. Route batch/multi, complex prefab patching, and direct UnityYAML edits to specialized Skills --- # AI Bridge Unity Skill ## Invocation Run from Unity project root. `$CLI` is the platform AIBridge CLI; on Windows PowerShell prefer: ```powershell & "./.aibridge/cli/AIBridgeCLI.exe" <command> [action] [options] ``` Common options: `--timeout`, `--raw`, `--pretty`, `--json`, `--stdin`, `--help`, `--on-dialog`. Installed command references live under `references/` after Skill install ## Harness Snapshot Project-side capabilities are in Root Rule / workflow rules. `$CLI harness status` is optional diagnosis only — not enablement/freshness preflight ## Operating Rules - Unity validation: `compile unity`. `compile dotnet` is an extra check, not a Unity fallback - Imported asset path discovery: `asset search/find --format paths` when Editor is available - Edit order: `inspector set_property/set_properties` → `aibridge-prefab-patch` → Editor scripts → `unity-yaml-editing` only for unsupported YAML structure - Prefab asset edits: `assetPath + objectPath + componentName`/`componentIndex`; `componentInstanceId` is scene-only - `focus` Windows-only; `dialog` CLI-only; `input` needs Play Mode + EventSystem - `runtime`: quick `list_targets` first; `--probe true` only for port scan; UI start with `runtime.ui.snapshot` - Code Index: only when Root Rule declares enabled — load `aibridge-code-index` for declaration-name lookup - Do not proactively clean `.aibridge` cache unless the user asks for maintenance