Agent skill

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.

FlameskyDexivegithub.com/FlameskyDexiveGitHub ↗
codexMIT
Install
npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge --agent codex

Same command for any agent — swap --agent for claude-code, cursor, copilot.

Facts
Files in the skill folder: 3
SKILL.md size: 8 KB
Bundled scripts: none
Path: .codex/skills/aibridge/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 908
Language: C#

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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` / `--pr

What's inside
Steps it walks through
  1. Invocation
  2. Operating Rules
  3. Related Resources
  4. Essential Commands
  5. focus - Bring Unity to Foreground
  6. dialog - Inspect Or Click Unity Modal Dialogs
  7. multi - Execute Multiple Commands (Recommended)
  8. input - Runtime Input Simulation
  9. runtime - Built Player Runtime Bridge
Ships with 2 files
  • references/command-reference.md
  • references/inspector-property-reference.md
More from Legends-Of-Heroes
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About this skill
What does the aibridge 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.

How do I install it?

Run `npx skills add FlameskyDexive/Legends-Of-Heroes --skill aibridge --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From FlameskyDexive/Legends-Of-Heroes, a repository with 908 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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