Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add liyingsong99/AIBridge --skill aibridge-prefab-patchgit clone --depth 1 https://github.com/liyingsong99/AIBridgeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-prefab-patch)<a href="https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-prefab-patch"><img src="https://agentmods.dev/badge/skills/liyingsong99/aibridge/aibridge-prefab-patch/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-prefab-patch"><img src="https://agentmods.dev/badge/skills/liyingsong99/aibridge/aibridge-prefab-patch.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00072 | $0.00679 |
| Opus 5 | $0.00036 | $0.00340 |
| Sonnet 5 | $0.00014 | $0.00136 |
| Haiku 4.5 | $0.00007 | $0.00068 |
Grade A, and why
aibridge-prefab-patch scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AIBridge Prefab Patch
Use prefab patch when one Prefab edit needs multiple operations in one load/save cycle. For single-field or small batched edits, prefer inspector set_property or inspector set_properties. For scene objects, prefer gameobject, transform, and inspector. For unsupported operations, load unity-yaml-editing
参数选择
- Prefer
--ops <file>for multi-step edits, nested JSON, arrays, references, or anything run from PowerShell - Use
--ops-json <json>only for one or two very small operations - Put temporary operation files under
.aibridge/patch_ops/ - Always run
--dryRun truebefore writing the prefab
标准流程
- Find the target prefab with
asset find/search --format paths - Inspect structure with
prefab get_hierarchy --prefabPath "<prefab>" - Create
.aibridge/patch_ops/<task>.json - Run dry-run:
$CLI prefab patch --prefabPath "Assets/Prefabs/Player.prefab" --ops ".aibridge/patch_ops/player_hp_patch.json" --dryRun true
- If dry-run succeeds, run the same command without
--dryRun true - Re-check hierarchy/properties, then run
compile unityandget_logs --logType Error
操作示例
[
{ "op": "ensure_child", "path": "Player/HP" },
{ "op": "set_property", "target": { "path": "Player/HP", "componentName": "Animator" }, "propertyName": "m_Enabled", "value": true }
]
Supported ops: ensure_child, ensure_component, set_property, set_properties, set_array, append_array, clear_array. See references/prefab-reference.md for full op schemas
不支持时的处理
If an operation is not covered by patch ops, load unity-yaml-editing and follow its Decision Order
引用写法
Use these object reference values inside value or array items:
{ "$gameObject": "Player/HP" }
{ "$component": { "path": "Player/HP", "typeName": "Animator" } }
{ "$asset": "Assets/Materials/HPMat.mat" }
{ "$guid": "asset-guid" }
null
注意事项
- Do not edit Prefab YAML directly; for unsupported operations use
unity-yaml-editing - Duplicate child names or component types are ambiguous; use exact hierarchy paths and
componentIndex
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 66 lines · 72 tokens per session scan A 5415ca57b488
aibridge-prefab-patch is a skill published in the GitHub repository liyingsong99/AIBridge (220 stars, last pushed today), licensed MIT. It adds 72 tokens to every session and 679 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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