batch

batch is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (2,662 once invoked), scanned A, a copy of batch, MIT.

A command for running several existing Editor operations in one request, with references between their results and the option to undo the whole group if one operation fails.

In plain words
What is it for?
Batching jobs such as creating an object, adding components, and connecting their fields in Unity scenes.
Why use it?
It reduces repeated requests for multi-step scene changes and avoids leaving partial changes behind after an error. A dry run can validate the operations before applying them.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md). Also seen: positional $N argument.

Good fit Batching jobs such as creating an object, adding components, and connecting their fields in Unity scenes.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/batch
Install

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.

Clone the repo
git clone --depth 1 https://github.com/AmaniDawn/DGame

Made for: Claude Code.

Wrote 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.

agentmods badge for batch

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/batch/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/batch)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/batch"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/batch/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.

agentmods 80×15 button for batch

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/batch"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/batch.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,662 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.02662
Opus 5.5 $0.00000 $0.01065
Sonnet 5.5 $0.00000 $0.00532
Haiku 4.5 $0.00000 $0.00266

Measured yesterday against content hash 6496e39cb359, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

batch 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 yesterday.

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.

Origin

This is a copy

100% identical to batch — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/batch.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Batch command

The job batch command runs several existing pipeline commands in a single request, with cross-operation result references, atomic Undo, and dry-run validation. It exists to collapse the round-trips of a "create → add components → wire fields" job (otherwise 10–90 sequential calls) into one request, and to add what eval structurally lacks: transactionality and rollback, so a failure mid-way never leaves partial state on a user-owned scene.

Scope guard: job batch is transactional object CRUD with references. It intentionally has no invoke/loop/conditional op types — arbitrary logic belongs in code-on-disk (script run/script eval), not in JSON. This keeps the command surface auditable and allowlistable.

job batch

Run multiple registered commands in one transactional request.

Parameter Required Default Description
operations yes – Ordered list of operations, each { id?, command, params }. Max 200.
transactional no true Group every op into one Editor Undo step and revert all applied ops if any op fails. Forced false when on-error=continue. Rejects commands whose mutations Undo cannot revert (see Transactional restrictions).
on-error no abort abort: stop at the first failing op. continue: run every op, collecting per-op errors (forces transactional=false).
dry-run no false Validate command names, parameters, reference topology, and excluded/non-batchable commands without mutating anything.
result-fields no – Optional per-op result projection: a map of op id-or-index → array of result field paths to keep (context economy).
timeout no 60 Timeout for the whole batch, in seconds. Checked before each op after the first; when it is about to run out, the remaining ops are skipped and a transactional batch rolls back.

Returns: BatchResult — { results: [{ id?, command, success, result? | error?, skipped?, resultTruncated?, revertible? }], applied, reverted, transactional, onError, error?, undoGroup?, dryRun?, valid? }. The batch-level error is set only for aborts not attributable to a single op ("batch time budget exceeded", "batch canceled").

Read the full file on GitHub · 103 lines

Changes

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.

  1. yesterday First seen · 103 lines · 0 tokens per session scan A 6496e39cb359

Subscribe to this mod's changes

batch is a command published in the GitHub repository AmaniDawn/DGame (177 stars, last pushed 2d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,662 tokens. A static security scan graded it A with 0 findings. It is 100% identical to batch, differing in 0 lines, and is treated as a copy.

Related

batch compared with commands from other repositories

batch next to 6 commands from other repositories
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