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.
npx agentmods add skills/liyingsong99/aibridge/aibridge-batch-scriptnpx skills add liyingsong99/AIBridge --skill aibridge-batch-scriptgit clone --depth 1 https://github.com/liyingsong99/AIBridgeWrote 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.
[](https://agentmods.dev/skills/liyingsong99/aibridge/aibridge-batch-script)<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>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.
| Model | Per session | Once 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 |
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.
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.
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
multilines become Batchcalllines automatically multi --cmdis only formulti; prefermulti --stdinfor 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 | Savedeclares dialog auto-click choices; after that line executes, later steps auto-click the first matching logical choice or visible button text. A laterdialog clickdeclaration replaces the previous strategy. Keep the CLI invocation waiting;--no-waitcannot continue clicking after the process exits- Keep generated scripts under
.aibridge/scripts/when a file is needed - Use
--keep-fileonly 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 forbatch
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.
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.
- 6d ago First seen · 40 lines · 68 tokens per session scan A ec23585ba7f5
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.
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.
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…
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…
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.
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.
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.