The compatibility engine every other Swarm script runs on. Not player-facing on its own — it's the reason SwarmAC, Dyno, Boost, Black Market, Loading Screen and Multichar all just work, whatever your city is built on.
Without a bridge, every Swarm script would need its own separate build for QBCore, another for Qbox, another for ESX. Instead, every Swarm script is written once against Swarm Bridge's API — Bridge does the translating underneath so the script never has to know or care which framework it landed on.
On boot, Bridge identifies whether the city is running QBCore, Qbox, ESX, or nothing at all, and configures the rest of the Swarm platform to match automatically — no manual framework flag to set.
Add item, remove item, check item — every Swarm script calls the same function regardless of which inventory resource your city actually runs underneath.
Interaction menus, police/EMS dispatch calls, and fuel checks are all bridged too — so a Swarm script feels native to whichever target/dispatch/fuel scripts your city already runs, instead of clashing with them.
Cash, bank and metadata-backed items (like a numbered black-market item or a tuned vehicle's ECU map) are handled consistently, so payouts and item state behave the same on every framework.
Bridge is why buying SwarmAC, Dyno, Boost, Black Market, Loading Screen or Multichar doesn't force you onto a specific framework, and why an update to one script doesn't mean waiting on a separate QBCore/ESX/Qbox build. It also ships built-in admin diagnostic commands so you can check bridge health directly from your server console.
Swarm Bridge isn't sold on its own — it ships automatically with any Swarm script that needs it, at no extra cost.