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Aibridge

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FlameskyDexive
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.

Overview

PublisherFlameskyDexive
RepositoryLegends-Of-Heroes
Skill nameaibridge
Stars
928
Forks
193
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by FlameskyDexive on GitHub. Read the source before you install it.

Installation

Install the Aibridge AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/FlameskyDexive/Legends-Of-Heroes/tree/master/.codex/skills/aibridge
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/FlameskyDexive/Legends-Of-Heroes.git /tmp/Legends-Of-Heroes
mkdir -p .claude/skills
cp -r /tmp/Legends-Of-Heroes/.codex/skills/aibridge .claude/skills/aibridge
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Aibridge in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Aibridge on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Aibridge is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

bash
$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.

bash
$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.

bash
$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.

bash
$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.

bash
$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

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Aibridge AI skill do?

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.

Why use Aibridge on TypingMind?

Because you install it once and use it with any model. Aibridge is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Aibridge in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/FlameskyDexive/Legends-Of-Heroes/tree/master/.codex/skills/aibridge. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Aibridge?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Aibridge?

As many as you like. As long as a model supports skills, you can use Aibridge with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Aibridge AI skill free?

Yes. It is published on GitHub by FlameskyDexive under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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