Bridge Commands Reference

Complete reference of all bridge commands available for Unity and Godot. These commands are executed by the AI Agent through the live HTTP bridge to the running editor.

Command format

Every bridge command follows this JSON structure:

{
  "category": "scene",
  "action": "create",
  "params": {
    "sceneName": "MainMenu"
  }
}

In batch mode, an array of commands is sent as a single request. All commands execute in one editor frame.

Unity commands

scene

ActionParametersReturns
getActivenoneScene name and path
getHierarchynoneFull scene tree with transforms, components, canvas info
createsceneNameNew blank scene (Camera + Light), project screen size
openscenePathLoaded scene, project screen size, canvas reference resolution
savenoneSave confirmation

gameObject

ActionParametersReturns
createname, parentPath?Empty GameObject created
createPrimitiveprimitiveType, name?, parentPath?Primitive (Cube, Sphere, Capsule, Cylinder, Plane, Quad)
findnameGameObject path and components
destroynameDeletion confirmation
setActivename, activeActive state changed
setTransformname, position?, rotation?, scale?Transform updated

component

ActionParametersReturns
addgameObjectName, componentTypeComponent added (auto-configures CanvasScaler)
removegameObjectName, componentTypeComponent removed
getAllgameObjectNameList of all components
setPropertygameObjectName, componentType, propertyName, valueProperty set (SmartConvert handles type conversion)

prefab

ActionParametersReturns
creategameObjectName, pathPrefab saved to disk
instantiateprefabPath, name?, parentPath?Prefab instance created in scene
getAllnoneList of all prefabs in the project

asset

ActionParametersReturns
createassetType, name, path?, properties?Asset created (Material, PhysicMaterial)
findname, type?Asset path and metadata
importsourcePath, destinationPathAsset imported

project

ActionParametersReturns
getInfononeProject name, Unity version, platform, default screen size
refreshnoneAsset database refreshed

editor

ActionParametersReturns
getPlayModenoneCurrent play mode state
playnoneEntered play mode
pausenonePaused play mode
stopnoneExited play mode
getConsoleLogscount?Recent console log entries
executeMenuItemmenuPathMenu item executed
getScreenInfononeScreen resolution, canvas reference resolution

Godot commands

scene

ActionParametersReturns
getTreenoneFull node tree of the current scene
createsceneName, rootType?New blank scene with chosen root type
openscenePathScene loaded
savenoneScene saved
getActivenoneCurrent scene name and path

node

ActionParametersReturns
createtype, name, parentPathNode created (uses ClassDB.instantiate)
deletenodePathNode deleted
duplicatenodePath, newName?Node duplicated
setPropertynodePath, propertyName, valueProperty set (supports resource objects)
getPropertiesnodePathAll properties of the node
findnameNode path
reparentnodePath, newParentPathNode moved to new parent
setTransformnodePath, position?, rotation?, scale?Transform updated

script

ActionParametersReturns
attachnodePath, scriptPathGDScript attached to node
detachnodePathScript removed from node

resource

ActionParametersReturns
createresourceType, properties?, savePath?Resource created
findname, type?Resource path

editor

ActionParametersReturns
playnoneGame started
stopnoneGame stopped
pausenoneGame paused
getStatenoneEditor state (playing, paused, stopped)
getScreenInfononeViewport/screen resolution

project

ActionParametersReturns
getInfononeProject name, Godot version, path
scannoneFilesystem rescanned

Example: Creating a player in Godot

This batch creates a CharacterBody2D player with collision and a sprite:

[
  {
    "category": "node",
    "action": "create",
    "params": {
      "type": "CharacterBody2D",
      "name": "Player",
      "parentPath": "World"
    }
  },
  {
    "category": "node",
    "action": "create",
    "params": {
      "type": "CollisionShape2D",
      "name": "CollisionShape2D",
      "parentPath": "World/Player"
    }
  },
  {
    "category": "node",
    "action": "setProperty",
    "params": {
      "nodePath": "World/Player/CollisionShape2D",
      "propertyName": "shape",
      "value": {
        "resourceType": "RectangleShape2D",
        "properties": { "size": [32, 64] }
      }
    }
  },
  {
    "category": "node",
    "action": "create",
    "params": {
      "type": "Sprite2D",
      "name": "Sprite2D",
      "parentPath": "World/Player"
    }
  },
  {
    "category": "script",
    "action": "attach",
    "params": {
      "nodePath": "World/Player",
      "scriptPath": "res://scripts/player.gd"
    }
  }
]

Example: Creating a UI button in Unity

This batch creates a Canvas with a button:

[
  {
    "category": "gameObject",
    "action": "create",
    "params": { "name": "Canvas" }
  },
  {
    "category": "component",
    "action": "add",
    "params": {
      "gameObjectName": "Canvas",
      "componentType": "Canvas"
    }
  },
  {
    "category": "component",
    "action": "add",
    "params": {
      "gameObjectName": "Canvas",
      "componentType": "CanvasScaler"
    }
  },
  {
    "category": "gameObject",
    "action": "create",
    "params": {
      "name": "PlayButton",
      "parentPath": "Canvas"
    }
  },
  {
    "category": "component",
    "action": "add",
    "params": {
      "gameObjectName": "Canvas/PlayButton",
      "componentType": "UnityEngine.UI.Button"
    }
  }
]