aibridge-batch-script

aibridge-batch-script is a skill for Claude Code, Codex from liyingsong99/AIBridge. It costs 68 tokens per session (424 once invoked), scanned A, a copy of aibridge-batch-script, MIT.

A workflow for running several Unity Editor command-line actions as one batch script. Unity is a game engine, and these commands can include editor actions, delays, logs, waits, checks, and dialog choices.

In plain words
What is it for?
Use it to automate repeatable Unity Editor tasks, wait for compilation or play mode, handle editor dialogs, inspect logs, and run multi-step AIBridgeCLI workflows.
Why use it?
It removes the need to run long or JSON-heavy Unity command sequences one by one. It also helps avoid quoting problems when commands are run from PowerShell.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Codex.

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/liyingsong99/aibridge/aibridge-batch-script
Any agent
npx skills add liyingsong99/AIBridge --skill aibridge-batch-script
Clone the repo
git clone --depth 1 https://github.com/liyingsong99/AIBridge

Made for: Claude Code, Codex.

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 aibridge-batch-script

README.md
[![agentmods](https://agentmods.dev/badge/skills/liyingsong99/aibridge/aibridge-batch-script.svg)](https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-batch-script)
Your own site
<a href="https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-batch-script"><img src="https://agentmods.dev/badge/skills/liyingsong99/aibridge/aibridge-batch-script.svg" alt="Measured on agentmods" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 424 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 89% 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 $0.00068 $0.00424
Opus 5 $0.00034 $0.00212
Sonnet 5 $0.00014 $0.00085
Haiku 4.5 $0.00007 $0.00042

Measured 6d ago against content hash ec23585ba7f5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

aibridge-batch-script 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 6d 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.

Origin

This is a copy

89% identical to aibridge-batch-script — 21 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.

Skill~/aibridge-batch-script/SKILL.md · 40 lines

What it actually says

AIBridge Batch Script

Prefer multi --stdin for long scripts, JSON-heavy commands, or PowerShell quoting-sensitive commands

Rules

  • Run commands from the Unity project root
  • Plain multi lines become Batch call lines automatically
  • multi --cmd is only for multi; prefer multi --stdin for long or JSON-heavy scripts
  • Native Batch lines are kept as-is: call, delay, log, menu, wait_compile, wait_playmode, assert_log_empty, assert_object, set_var, print_var, dialog click, and # comments
  • dialog click ok | yes | Save declares dialog auto-click choices; after that line executes, later steps auto-click the first matching logical choice or visible button text. A later dialog click declaration replaces the previous strategy. Keep the CLI invocation waiting; --no-wait cannot continue clicking after the process exits
  • Keep generated scripts under .aibridge/scripts/ when a file is needed
  • Use --keep-file only when debugging the generated script

Quick Examples

$CLI multi --cmd "editor log --message Step1&get_logs --logType Error --count 1"
$script = @'
editor log --message "开始批处理"
dialog click ok | yes | Save
wait_compile 120000
delay 1000
get_logs --logType Error --count 1
'@
$script | & $CLI multi --stdin

References

  • references/batch-script-reference.md: generated command reference for batch
Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 40 lines · 68 tokens per session scan A ec23585ba7f5

Subscribe to this mod's changes

aibridge-batch-script is a skill published in the GitHub repository liyingsong99/AIBridge (218 stars, last pushed 1mo ago), licensed MIT. It adds 68 tokens to every session and 424 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to aibridge-batch-script, differing in 21 lines, and is treated as a copy.

Related

Other skills, from other repositories

dotcraft-unity

Use when dotcraft-unity MCP, CLI, or unityexecutecsharp is available, or when the user asks to inspect, automate, capture, or debug Unity Editor state, scenes, assets, Console logs, or GameView output. Provides background-first Unity Editor automation through MCP or CLI.

DotHarness/dotcraft-unity · 64 tokens

unity-mcp-orchestrator

Orchestrate Unity Editor via MCP (Model Context Protocol) tools and resources. Use when working with Unity projects through MCP for Unity - creating/modifying GameObjects, editing scripts, managing scenes, running tests, or any Unity Editor automation. Provides best practices, tool schemas, and workflow patterns for…

CoplayDev/unity-mcp · 72 tokens

blender-to-unity

Hand off a model from Blender (via BlenderMCP) into Unity (via MCP for Unity) — export the current Blender model, import it through importmodelfile, and place it in the open scene. Use when the user has BlenderMCP and MCP for Unity both connected and wants to bring a Blender model into Unity. Does NOT drive Blender's…

CoplayDev/unity-mcp · 91 tokens

mcp-source

Switch MCP for Unity package source in connected Unity projects. Use /mcp-source [main|beta|branch|local] to swap between upstream releases, your remote branch, or local dev checkout.

CoplayDev/unity-mcp · 44 tokens

assets-shader-get-data

Get detailed data about a shader asset — properties, subshaders, passes, compilation messages, and supported status. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' with t:Shader or 'assets-shader-list-all' to locate the shader first.

IvanMurzak/Unity-MCP · 70 tokens

gameobject-component-get

Get detailed information about a specific Component on a GameObject — type, enabled state, and (optionally) serialized fields and properties. Supports token-saving path-scoped reads via paths or viewQuery. Use 'gameobject-find' to list components first.

IvanMurzak/Unity-MCP · 59 tokens