unity-batch

Orchestrates batch operations and async jobs across Unity scene objects and assets.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-batch-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-batch
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/batch
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-batch-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Applying the same change to dozens or hundreds of Unity GameObjects, components, or assets one at a time is slow and error-prone, and long-running operations can freeze the Editor main thread. This Skill provides a unified query-preview-execute pipeline for bulk edits plus a job system for polling, progress tracking, and cancellation of asynchronous work. ## Core Features & Use Cases - Preview-then-commit bulk edits: Preview rename, property-set, material-replace, layer-set, and cleanup operations across queried targets, then commit them with a one-time confirmToken via batch_execute. - Multi-skill batch endpoint: Compose up to 50 different skill calls into a single POST /skills/batch request with dryRun, transactional rollback, and inter-step $ref references. - Async job management: Poll job status and fine-grained progress events, stream logs, wait with bounded timeouts, cancel jobs, and retry only failed items from a prior report. - Use Case: Rename 200 scene objects to a standardized naming convention by previewing the change with batch_preview_rename, reviewing the sample diff, executing with batch_execute, and polling the returned jobId until completion. ## Quick Start Ask the agent to preview renaming all GameObjects matching a query filter with a new prefix, review the returned sample, then execute the batch with the confirm token and poll the job until it completes.

Frequently Asked Questions about unity-batch

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I batch rename GameObjects in Unity?

Call batch_preview_rename with a queryJson filter and a mode such as prefix, suffix, replace, or regex_replace to see a sample diff. Then pass the returned confirmToken to batch_execute, which runs the rename inline or as an async job depending on size.

How do I run multiple Unity skill calls in one request?

Send up to 50 steps to POST /skills/batch, each with a skill name and args. Steps can reference earlier results via $ref, and the call supports dryRun validation, transactional all-or-nothing mode, and continueOnError control.

What is the difference between batch_execute and POST /skills/batch?

batch_execute commits one previewed bulk operation using a confirmToken from a batch_preview_* skill. POST /skills/batch composes many different skills in one call and takes no token; a batch_execute step inside it still needs its own confirmToken.

Why does job_wait return immediately for compile or test jobs?

Compile, package, test, playmode, and build jobs depend on Unity's engine loop, which needs the main thread free, so job_wait returns a snapshot with waitNotSupported: true. Poll GET /jobs/{id} every 200-500ms or long-poll GET /events instead.

Why does job_status not return the job result payload?

Since v2.7, job_status omits the result payload during polling and returns resultAvailable plus resultHint telling you where to fetch it, such as test_get_result or batch_report_get. Pass includeDetails=true on the single call where you actually need the data.

What are the limits of the batch endpoint?

A batch accepts at most 50 steps; larger workloads must be split into multiple calls. Inline batch_execute waits are capped at 30 seconds on the main thread, so large operations should use runAsync: true and poll the returned jobId.