unity-batch

A workflow for coordinating many Unity operations or long-running background jobs. Unity is a game engine, and a batch combines several ordinary actions into one request, with options to preview changes before applying them.

In plain words
What is it for?
Use it to create or update many Unity game objects, run and monitor long jobs, preview bulk edits, and produce reports.
Why use it?
It reduces repeated requests and helps organise bulk changes and asynchronous work that may take time to finish.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/besty0728/unity-skills/batch
Any agent
npx skills add Besty0728/Unity-Skills --skill batch
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills

Made for: Claude Code, Codex.

Per session 11 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,472 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00011 $0.05472
Opus 5 $0.00005 $0.02736
Sonnet 5 $0.00002 $0.01094
Haiku 4.5 $0.00001 $0.00547

Measured 2d ago against content hash d4d7a183a79c, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-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 2d 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.

SkillsForUnity/unity-skills~/skills/batch/SKILL.md · 311 lines

How it starts

The opening of the file, as written. The whole thing — 311 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Operating on many objects at once
  • Running or polling long async jobs
  • Preview-then-commit bulk edits
  • 一次性操作大量对象、运行或轮询长时异步任务、先预览后提交的批量编辑

Unity Batch Skills

Batch workflow orchestration for query, preview, execution, reports, and async jobs.

POST /skills/batch — several skills, one HTTP call

This is an HTTP endpoint, not a skill: do not send skills_batch to POST /skill/<name>. It runs a sequence of ordinary skills inside one main-thread job, which removes one round-trip and one main-thread wakeup per step — the single largest efficiency lever in this protocol when you have more than two writes to make.

POST /skills/batch
{
  "steps": [
    {"skill": "gameobject_create", "args": {"name": "Cube", "primitiveType": "Cube"}},
    {"skill": "component_add", "args": {"instanceId": {"$ref": "$0.instanceId"}, "componentType": "Rigidbody"}}
  ],
  "continueOnError": false
}
Body field Type Default Meaning
steps array required {skill, args} objects, executed in order. Max 50 — more returns 400 + SEMANTIC_INVALID; split into several calls.
continueOnError bool false false = fail-fast; true = record the failure and keep going.
params object none Fills {"$param":"name"} placeholder nodes in step args (static substitution, resolved before $ref).

Query: ?mode=dryRun validates every step without executing anything and never interrupts (the batch counterpart of the dryRun gate); ?mode=transactional is all-or-nothing with Undo rollback; ?diff=1 adds a net sceneDiff. ?mode=plan is not supported. Inter-step $ref ({"$ref":"$0.instanceId"}) and transactional details → SKILL_FULL.md.

Read the full file on GitHub · 311 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. 2d ago First seen · 311 lines · 11 tokens per session scan A d4d7a183a79c

Subscribe to this mod's changes

unity-batch is a skill published in the GitHub repository Besty0728/Unity-Skills (1,695 stars, last pushed yesterday), licensed MIT. It adds 11 tokens to every session and 5,472 once invoked, about $0.0001 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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