用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-batch命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
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| name | unity-batch |
| description | Unified batch and async-job orchestration |
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.
Batch workflow orchestration for query, preview, execution, reports, and async jobs.
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.
mode/dryRun may equally be set in the body ("mode":"dryRun"|"transactional", "dryRun":true) — each of the two keys is resolved independently, query-first per key, so a query ?mode= and a body "dryRun" never fight over the same slot. The response always echoes what actually ran: top-level mode ("dryRun"|"transactional"|"execute") and dryRun (bool). An unrecognized query key or body top-level key (anything outside mode/dryRun/diff/steps/params/continueOnError) is rejected with 400 UNKNOWN_PARAM; a blank value on a recognized key (?mode=, ?dryRun=, ?diff=) is treated as if that key were simply omitted — it falls through to the other location or the default, it is not itself a rejection.
Reading the response. Whenever the batch ran at all the status is HTTP 200 and the verdict is in the body — only a rejected request (malformed body, >50 steps, unknown ?mode=) is a 4xx.
{"status":"partial","dryRun":false,"executed":2,"failed":1,
"results":[{"index":0,"skill":"...","status":"success","result":{...}},
{"index":1,"skill":"...","status":"error","error":{"errorCode":"...","error":
status: completed (nothing failed), partial (some step failed), or rolled_back (transactional mode reverted everything).index and skill, so a failure is locatable without diffing your input array. status:"skipped" means the batch had already halted before that step ran — it was never attempted, not "ran and did nothing".continueOnError:false) stops at the first error and reports the rest as skipped. With continueOnError:true failures are recorded and later steps still run.continueOnError notwithstanding: a step answering MODE_RESTRICTED / CONFIRMATION_REQUIRED halts the batch and returns that step's full payload (grant token included) so you can complete the grant flow and resubmit the remaining steps.Not the same thing as
batch_execute.batch_execute(confirmToken)commits one previewed bulk operation produced by abatch_preview_*skill (one verb over N objects, via a confirm token).POST /skills/batchcomposes N different skills over whatever targets you name, and takes no token. They do not substitute for each other, andPOST /skills/batchis not a way to skip the preview/confirm gate — abatch_executestep inside a batch still needs its ownconfirmToken.
When a step returns a jobId (async batch execution, tests, compiles), poll it with GET /jobs/{id} rather than the job_status skill: it runs in the light lane instead of the main-thread skill queue, and its payload is far smaller than a skill response — an order of magnitude cheaper per poll on a long job.
本模块共 22 个 skill,按 Operation 区分为两类:
batch_query_gameobjects / batch_query_components / batch_query_assets / batch_preview_rename / batch_preview_set_property / batch_preview_replace_material / batch_report_get / batch_report_list / job_status / job_progress / job_logs / job_list / batch_fix_missing_scripts / batch_standardize_naming / batch_set_render_layer / batch_replace_material / batch_validate_scene_objects / batch_cleanup_temp_objects。Approval 模式下可直接执行。Mode 走默认 SkillMode.FullAuto):batch_execute / job_wait / job_cancel / batch_retry_failed。Approval 模式下首次调用返 MODE_RESTRICTED,走 grant 协议。注意:
batch_execute(confirmToken)本身放行,但它执行的 preview 内容可能包括对场景对象的删除/改属性等高影响动作 —— 请确保batch_preview_*返回的 sample/risk 字段已审阅。confirmToken 一次性消费、过期需重新 preview。
Surface profile (guide tier): batch_preview_* stays callable under every profile — a preview is read-only. When the operation a preview minted its confirmToken for lands in a category the active profile withdraws (GameObject / Component / Material under guide), the preview still succeeds and still returns its diff, but adds a surfaceExclusion object (manualDoc, hint, plus blockedSkill/blockedBy/surfaceProfile/category) warning that execute will be refused. At that point batch_execute / batch_retry_failed return SURFACE_EXCLUDED with surfaceProfile/category/operation/manualDoc/userControlled/hint at the top level of the response (not nested under details). The refusal does not consume the confirmToken — switch the profile back to full and the same token still executes, no new preview needed.
DO NOT (common hallucinations):
batch_preview_* skill first — batch_execute requires a confirmToken from a preview, it cannot be called directlybatch_run does not exist → use batch_execute(confirmToken)job_poll / job_result do not exist → job_status (or the cheaper GET /jobs/{id}) for state, then the skill named in its resultHint for the payloadbatch_delete / batch_move do not exist → use asset module for asset-level operationsRouting:
POST /skills/batch (section above), not batch_executeasset moduleworkflow modulebatch_validate_scene_objects (this module)job_status / job_wait (this module)Query GameObjects with unified batch filters. queryJson supports name/path/instanceId/tag/layer/active/componentType/sceneName/parentPath/prefabSource/includeInactive/limit.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
sampleLimit | int | No | 20 | Max sample objects returned |
Query components with unified batch filters. Optional componentType narrows the result.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
componentType | string | No | null | Optional component type constraint |
sampleLimit | int | No | 20 | Max sample objects returned |
Query project assets by type, path pattern, and labels. Read-only.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
searchFilter | string | No | null | Raw Unity AssetDatabase filter string |
folder | string | No | "Assets" | Search root folder |
typeFilter | string | No | null | Asset type (prefix t: optional, e.g. Texture2D) |
namePattern | string | No | null | Case-insensitive regex for filename |
labelFilter | string | No | null | Asset label (prefix l: optional) |
maxResults | int | No | 200 | Max results returned |
Preview batch renaming. mode supports prefix / suffix / replace / regex_replace.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
mode | string | No | "prefix" | Rename mode |
prefix | string | No | null | Prefix to add |
suffix | string | No | null | Suffix to add |
search | string | No | null | Plain text search term |
replacement | string | No | null | Plain text replacement |
regexPattern | string | No | null | Regex search pattern |
regexReplacement | string | No | null | Regex replacement text |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Preview setting a component property or field across queried targets.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
componentType | string | Yes | - | Target component type |
propertyName | string | Yes | - | Property or field name |
value | string | No | null | Literal value |
referencePath | string | No | null | Scene reference path |
referenceName | string | No | null | Scene reference object name |
assetPath | string | No | null | Asset reference path |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Preview replacing Renderer materials across queried targets.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
materialPath | string | Yes | - | Replacement material asset path |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Execute a previously previewed batch operation by confirmToken. Large operations return a jobId.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
confirmToken | string | Yes | - | Preview confirmation token |
runAsync | bool | No | true | Run as async job |
chunkSize | int | No | 100 | Batch execution chunk size |
progressGranularity | int | No | 10 | Emit a progressEvent every N items processed |
runAsync: true (the default) or an item count above chunkSize returns status: "accepted" plus a jobId — poll it like any other job. Only the inline path (runAsync: false and items ≤ chunkSize) blocks, and its wait is bounded: 50ms per item with a 5s floor and a hard 30s ceiling (the shared main-thread wait cap — the inline wait spin-sleeps on the main thread, so it can never be allowed to freeze the Editor for as long as the item count would imply). When that ceiling hits first, the job is still running: you get success: false with a non-completed status and the jobId, not a frozen Editor. That is not a failure — carry on with job_status / GET /jobs/{id}, and prefer runAsync: true for anything big enough to risk it.
Get a batch execution report by reportId.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
reportId | string | Yes | - | Batch report identifier |
List recent batch reports.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
limit | int | No | 20 | Max reports returned |
Get status for an asynchronous UnitySkills job. Built for repeated polling, so the job's result payload is not inlined by default (v2.7+) — a completed test or compile job can carry tens of KB, and polling used to resend all of it every call.
Instead you get two fields:
resultAvailable (bool) — whether a payload exists at all.resultHint (string, null when resultAvailable is false) — where to fetch it: test_get_result(jobId) for kind: "test", test_discover_get_result(jobId) for kind: "test_discovery", batch_report_get(reportId=...) for any job that produced a reportId (the hint quotes the id), and for every other kind a note to re-call with includeDetails=true, which is then the only route to that payload.The details key is still present either way — it is simply null unless you asked for it, so a client reading response["details"] gets null rather than a missing-key error. Set includeDetails=true on the one call where you actually want the data, never on the polling loop.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
jobId | string | Yes | - | Job identifier |
includeDetails | bool | No | false | Inline the full result payload as details instead of resultAvailable / resultHint |
Get fine-grained progress events for a job via incremental polling. Use offset to fetch only new events since the last call (pass previous totalCount as next offset).
Note: Also exposed as HTTP
GET /jobs/{id}/progressand Pythonclient.get_job_progress(job_id, offset)— all three paths share the same response shape.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
jobId | string | Yes | - | Job identifier |
offset | int | No | 0 | Skip first N events (use previous totalCount for incremental polling) |
Response fields: jobId, status, totalCount, offset, events[] (timestamp ms, progress, stage, description), terminal.
An empty
events[]is not a malfunction. Fine-grained, per-item progress exists only for batch-executor jobs (rename/set_property/replace_material/set_render_layer/cleanup_temp_objects/fix_missing_scripts/standardize_naming), which emit one event everyprogressGranularityitems because only they own a countable item list. Other kinds emit at most coarse lifecycle events (queued → stage change → terminal), andtest_discoveryemits none at all —totalCount: 0there means "this kind has no progress stream", not "the job is stuck". For those, pollstatusviaGET /jobs/{id}instead of watching for events.
Get structured logs for a UnitySkills job.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
jobId | string | Yes | - | Job identifier |
limit | int | No | 100 | Max log entries returned |
Note: Also exposed as HTTP
GET /jobs/{id}/logs?limit=N(server clampslimitto[1, 500]) and Pythonclient.get_job_logs(job_id, limit)— both are the lightweight route (bypasses the skill router and the main-thread skill queue), preferred over thejob_logsskill for repeated polling. Response fields:jobId,count,totalCount,logs[](timestamp,level,stage,message,code).
List recent UnitySkills jobs.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
limit | int | No | 20 | Max jobs returned |
Wait for a UnitySkills job to finish or until timeoutMs elapses. Blocks the Unity main thread while waiting, so timeoutMs is clamped server-side to [0, 2000] regardless of the value you pass — a 10000/60000 request will actually wait at most 2s.
For job kinds whose progress depends on Unity's own engine loop rather than this plugin's own pump (compile, package, test, playmode, play_capture, build_player), blocking this thread cannot make them advance — Unity's compiler/domain-reload, PackageManager Request resolution, TestRunner callbacks, PlayMode state machine, and BuildPipeline all need the main thread free to tick. For those kinds job_wait does not enter a wait loop: it returns the current snapshot immediately with waitNotSupported: true and a hint pointing at the non-blocking alternatives below. Self-driven kinds (batch executor jobs such as rename / set_property / replace_material / set_render_layer / cleanup_temp_objects / fix_missing_scripts / standardize_naming, and test_smoke) still block up to the clamped timeout since each job_wait tick genuinely advances their state.
Recommended pattern for compile/package/test/playmode/play_capture/build_player jobs: poll GET /jobs/{id} every 200-500ms, or long-poll GET /events. GET /jobs/{id} skips the main-thread skill queue (it runs in the light lane, drained every frame and exempt from the frame budget), but it is still answered by the Editor main thread between frames — while a long operation holds that thread, polling stalls and resumes once the thread ticks again. To stay responsive throughout a long job, use GET /events: it is a true HTTP-thread long-poll that never enters the main-thread queue at all.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
jobId | string | Yes | - | Job identifier |
timeoutMs | int | No | 2000 | Wait timeout in milliseconds; clamped to [0, 2000] |
includeDetails | bool | No | false | Inline the full result payload as details instead of resultAvailable / resultHint |
Response adds terminal (bool) and waitNotSupported (bool) to the fields listed under job_status; hint is populated only when waitNotSupported is true. Like job_status it reports resultAvailable + resultHint and leaves details null unless you pass includeDetails=true — same semantics, same key set.
Cancel a UnitySkills job if the job supports cancellation.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
jobId | string | Yes | - | Job identifier |
Preview batch removal of missing scripts. Execute with batch_execute(confirmToken).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Preview standardizing names by trimming whitespace and normalizing separators. Execute with batch_execute(confirmToken).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
separator | string | No | "_" | Replacement separator |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Preview setting GameObject layers in batch. Execute with batch_execute(confirmToken).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
layer | string | Yes | - | Target layer name (must already exist in Tags & Layers) |
recursive | bool | No | false | Apply recursively to children |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Preview replacing materials in batch. Execute with batch_execute(confirmToken).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
materialPath | string | Yes | - | Replacement material asset path |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Analyze scene objects for missing scripts, missing references, duplicate names, and empty objects.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
issueLimit | int | No | 100 | Max issues returned |
Preview deleting temporary helper objects by common temp-name patterns. Execute with batch_execute(confirmToken).
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
queryJson | string | No | null | JSON query filter envelope |
patternsCsv | string | No | null | Comma-separated temp-name patterns |
sampleLimit | int | No | DefaultSampleLimit | Max preview items |
Re-run only the failed items from a previous batch execution report. Returns a new jobId and originalReportId.
| Parameter | Type | Required | Default | Description |
|---|---|---|---|---|
reportId | string | Yes | — | Prior batch report ID to resume from |
runAsync | bool | No | true | Whether to run asynchronously (returns jobId) |
chunkSize | int | No | 100 | Chunk size per retry batch |
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.