misaka-mikoto-tech/agent-skills/locus-unity-bridge

Claude Code and agent skill by misaka-mikoto-tech/agent-skills

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Use when an agent needs to inspect or control a real Unity Editor through Locus, especially when Unity MCP is unavailable, named-pipe discovery is needed, C# must be executed, or Unity scripts must be recompiled.

Install

npx vskill@latest install misaka-mikoto-tech/agent-skills/locus-unity-bridge

SKILL.md

Locus Unity Bridge

Use the bundled PowerShell client to inspect or control a real Unity Editor. Do not rewrite its named-pipe client. Always pass the exact Unity root to -ProjectPath; it identifies the bridge connection.

Safety

execute can run arbitrary C# in Unity, and the property-tree write messages (property_tree_write, property_tree_apply) mutate the user's project. Use any of them only for the project and task the user authorized, and prefer the read path when the task is inspection. A connected bridge requires Locus to already be installed and enabled in the target project. Do not install or repair Locus, create its marker, launch or close Unity, or modify a project merely to connect the bridge.

Command map

The client has six top-level commands. send is a transport command: its -MessageType selects a curated Locus protocol message. Do not treat a message type as a value for -Command.

Top-level -CommandUse
probeCheck package and bridge connectivity before every Unity operation.
sendSend one approved protocol message listed below.
thumbnailSave an asset thumbnail as a local PNG.
render-previewSave a Prefab/model preview as a local PNG.
executeRun an authorized C# snippet.
recompileRequest compilation and wait through domain reload.

All commands except recompile use -TimeoutSeconds (default 10, range 1–600) for their final pipe response. Increase it only for an operation that is expected to take longer. recompile instead uses its dedicated timeout options below.

Resolve the client once:

powershell
$locusBridge = Join-Path $env:USERPROFILE '.agents\skills\locus-unity-bridge\scripts\locus-unity.ps1'

1. Probe first

powershell
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command probe -ProjectPath 'E:\Source\SomeUnityProject'
StatusNext action
connectedContinue with an operation.
package_missingReport the expected Packages/com.farlocus.locus; installation is outside this skill.
package_invalidReport the incomplete installation path; repair is outside this skill.
bridge_not_enabledAsk the user to enable/connect Locus for this project.
editor_unreachableVerify that the matching project is open in Unity and Locus is active.

The probe recognizes canonical and legacy package layouts. It uses a bridge marker when present, otherwise it computes the project-specific pipe name.

2. Inspect with send

Use this shape for all entries in the table. Successful responses are JSON; parse a nested JSON payload from the envelope's message field when noted.

powershell
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command send -ProjectPath 'E:\Source\SomeUnityProject' `
-MessageType <message-type> -Message '<json-or-empty-string>'
Need-MessageType-Message / guidance
Editor status and active scenestatusEmpty string.
Console errors or warningsunity_get_console_log{"levels":["error","warn"],"limit":20}; raise limit only when needed.
Known serialized targetproperty_tree_readRead Property Tree requests.
Locate serialized propertiesproperty_tree_discoverRead Property Tree requests.
Find objects/fields in .unity or .prefabsearch_yamlRead Scene and Prefab search.
Inspect one found scene/Prefab objectread_yamlUse the object_path from search; see the same reference.
Capture Game, Scene, or Editor windowcapture_viewportJSON below.

get_console_text is a large compatibility snapshot, not a default query.

For capture_viewport, set target to game, scene, or editor_window. maxLongEdge defaults to 1280, accepts 0 for source size, and is capped at 8192; editor_window optionally accepts windowTitle. The response returns a PNG path under Library/Locus/Screenshots/; report it and do not delete it.

json
{"target":"game","maxLongEdge":1280}
Writing properties (mutating — confirm authorization first)

Everything above is read-only. Unity's property write path is a separate, explicitly authorized step:

Need-MessageType-Message
Set one existing serialized propertyproperty_tree_write{"target":{"kind":"selection","propertyPath":"m_Speed"},"valueJson":"12.5"}
Commit several writes togetherproperty_tree_apply{"writes":[<write request>, ...]}

A write reuses the read targets (selection, asset, scriptableobject, material, gameobject, component) plus the target.propertyPath reported by a preceding read or discover. valueJson is the JSON-encoded value. mode: "preview" applies a transient drag preview instead of committing; omit mode for a real commit. bindingId is only echoed back and may be omitted.

property_tree_write records Undo, marks the object and scene dirty, and returns a fresh read plus a beforeSnapshot. It does not save the asset — live writes keep Property Tree commit semantics, so the asset can still be waiting for Unity to save it. Never report a write as persisted without a separate save step, and say so when the file is still dirty.

Writes that must be persisted, revision-checked, or correct against Prefab inheritance use a different surface: asset_api (transaction id, expected_revision, dependencies, persist: "disk", array operations, batches up to 256 files / 10,000 operations). That is the transactional YAML backend, not a raw file writer; treat it as its own task and confirm scope with the user before using it.

Do not hand-edit .unity/.prefab YAML as a substitute for either path: exact fileIDs/GUIDs, Prefab variant override/revert topology, import ordering, and stale-revision rejection are precisely what the transactional layer exists to handle.

3. Use a top-level operation

Asset images

Do not send asset_thumbnail or asset_preview_render directly: their PNG responses contain Base64. These commands decode it locally and return only a path plus image metadata. Use -OutputDirectory to choose a local destination; otherwise the client uses its local temporary folder.

powershell
# Any asset under Assets/ or Packages/; -MaxSize is 64-512 (default 192).
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command thumbnail -ProjectPath 'E:\Source\SomeUnityProject' `
-AssetPath 'Assets\Art\Icon.png' -MaxSize 192
# Prefab or model only; width/height are 96-640.
& pwsh.exe -NoLogo -NoProfile -NonInteractive -File $locusBridge `
-Command render-preview -ProjectPath 'E:\Source\SomeUnityProject' `
-AssetPath 'Assets\Props\Chair.prefab' `
-PreviewWidth 320 -PreviewHeight 220 -Yaw 25 -Pitch -12 -Distance 1.15

Use -PanX, -PanY, and -PanZ only when reframing the model preview is necessary. Rendering does not modify the source asset.

Execute authorized C# or recompile

Use execute only when the curated operations do not answer the task. Use -Code for a short snippet or -CodeFile for multi-line/reusable code; provide exactly one. Prefer print(...) or printJson(...) for returned data.

Snippet contract
  • The supplied code is the body of a Locus-generated entry method, not an

independent C# file. Write direct statements and local functions; do not declare Main, class, struct, or namespace.

  • print, printJson, clear, ctx, and ct are injected. A non-null

return value is printed as text.

  • For structured output, use printJson(new { key = value, items = values }).

It serializes anonymous objects, dictionaries, and ordinary property-bearing values to JSON; do not declare a DTO class solely to return data.

Execute safety
  • Every loop in an execute snippet needs an explicit completion condition and an

iteration or time bound. Do not use unbounded while, for, or polling loops.

  • Long-running loops must call ct.ThrowIfCancellationRequested() regularly;

use await ctx... for waits that continue with Unity API access.

  • -TimeoutSeconds only stops this client from waiting; it does not stop Unity

code already running. Treat it as a wait limit, not a recovery mechanism.

  • The client can cancel a running snippet only when -AcceptCancel is set and

its stdin stays writable. It then sends cancel_execute_code carrying the execution id injected into the snippet (//__LOCUS_EXECUTION_ID__:<id>, the same id execute_code_progress uses). Without -AcceptCancel there is no cancel path, so a timed-out snippet simply keeps running.

  • Locus also has a 30-second inactivity watchdog. It requests cancellation and

returns a timeout, but cannot preempt code already blocking Unity's main thread. Do not treat that watchdog as a hard stop.

  • The watchdog only fires on silence, so a snippet that keeps emitting print

or ctx.Progress(...) can run indefinitely.

  • Never re-send an execute merely because it timed out: the snippet may still

be running and would then execute a second time. Use -AcceptCancel when you may need to stop it, keep snippets bounded and repeat-safe, and tell the user when a snippet might still be live instead of retrying silently.

SymbolPurpose
print / printJsonAppend plain text / JSON to the final result buffer.
clearClear that buffer; rarely needed.
ctxUnity-aware waits and progress, such as WaitFrames, WaitSeconds, and Progress.
ctCancellation token; check it in long loops or call ThrowIfCancellationRequested().
Async work

Top-level await is supported. For waits followed by Unity API access, use a ctx awaitable so the continuation resumes from EditorApplication.update.

ExpressionWaits for
await ctx.wait / await ctx.WaitFrame()The next editor update.
await ctx.WaitFrames(n)n editor updates.
await ctx.WaitSeconds(s)At least s seconds, then a later editor update.
await ctx.WaitUntil(() => condition, "description")A condition checked on each editor update.

Do not pass Unity yield objects to ctx. Await local async functions from the snippet. Each await ctx... checks cancellation before continuing. In long synchronous loops, or after an external await that does not accept ct, call ct.ThrowIfCancellationRequested(). The watchdog fires after 30 seconds of silence: emit ctx.Progress(...) more often than that. Do not use a single silent await ctx.WaitSeconds(30) or longer; split a longer wait into chunks under 30 seconds and report progress between them. print(...) also resets the watchdog, but does not check cancellation, so pair it with an explicit ct check in long-running loops. Set -TimeoutSeconds for the expected total duration.

For a bounded scan, check cancellation on every iteration and periodically report progress before yielding the Unity main thread:

csharp
var scene = SceneManager.GetActiveScene();
var roots = scene.GetRootGameObjects();
var rootNames = new List<string>(roots.Length);
for (var i = 0; i < roots.Length; i++)
{
// Limit cancellation latency within this 100-item batch.
ct.ThrowIfCancellationRequested();
rootNames.Add(roots[i].name);
if ((i + 1) % 100 == 0 || i == roots.Length - 1)
{
ctx.Progress("Inspecting roots", $"{i + 1}/{roots.Length}",
(float)(i + 1) / roots.Length);
await ctx.WaitFrame();
}
}
printJson(new { scene = scene.name, rootNames });

Use these ctx awaitables rather than Task.Delay when Unity API access must continue after the wait. For execute, -TimeoutSeconds is the maximum wait for the snippet's final response.

This is the start of the file. Read the full SKILL.md on GitHub.

Security

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Source

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