Skip to content
cccskills
FreePublished on GitHub

aibridge-batch-script

AIBridge batch and multi command automation. Use when Codex needs to run multiple Unity Editor CLI operations together, write batch scripts, use multi --cmd or multi --stdin, handle call/delay/log/menu lines, avoid PowerShell quoting issues, or automate long/JSON-heavy AIBridgeCLI workflows.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931 stars(GitHub 931 + cccskills 0)
Works withUnity

Run score Not tested

See how to install

Files included (2)

  • SKILL.md1.8 KB
  • references/batch-script-reference.md2.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

AIBridge Batch Script

Use this Skill for batch and multi automation. Prefer multi --stdin for long scripts, JSON-heavy commands, or PowerShell quoting-sensitive commands.

$CLI means the platform-appropriate AIBridge CLI invocation, usually ./.aibridge/cli/AIBridgeCLI.exe on Windows.

Rules

  • Run commands from the Unity project root.
  • Plain multi lines become Batch call lines automatically.
  • 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.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Unity Editor and Player Runtime CLI integration for AIBridge. Use when Codex needs to compile Unity, inspect Console logs, search/read assets, manipulate GameObjects, Transforms, components, SerializedProperty values, scenes, screenshots/GIFs, connect to built Player runtime targets, simulate Play Mode runtime input, editor focus/menu items/game view, or look up AIBridgeCLI command syntax. For batch/multi scripts use aibridge-batch-script. For complex prefab asset edits use aibridge-prefab-patch. For unsupported direct Unity YAML serialized asset edits use unity-yaml-editing.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

Optional read-only AIBridge Code Index semantic lookup for Unity projects. Use only when this Skill is installed and project rules or AIBridge settings say Code Index is enabled. Use for CLI-only symbol, definition, reference, implementation, derived-type, caller, and diagnostic queries. Do not use when Code Index is disabled; use rg, host file reads, and regular AIBridge commands instead.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

AIBridge/Unity 项目的标准开发工作流。Use when creating, modifying, fixing, refactoring, or validating C# code, Unity assets, prefabs, editor tools, package structure, tests, AGENTS.md, or local Skills. Preserves visible modes for Skills matching, requirement confirmation, analysis, implementation, and final checklist. Do not use for pure Q&A, simple search/display, or code explanation tasks with no file/code/asset changes.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

Unity Prefab asset patch workflow for AIBridge. Use when modifying complex prefab assets with prefab patch operations, child or component creation, SerializedProperty writes, array edits, internal GameObject/component references, dry-run validation, or when deciding between prefab patch, inspector set_property, scene object commands, and direct Unity YAML fallback.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

ET async and EntityRef safety workflow. Use when adding, modifying, or reviewing async/await, ETTask, generic ETTask results, ETCancellationToken, NewContext, concurrent waits, handler Run async safety, or any Entity access after await in WOW/ET code or tests.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

ET build, analyzer, proto export, server startup, and publish workflow. Use when compiling WOW with dotnet build ET.sln, exporting Proto to C#, starting ET.App, publishing, or validating analyzer/build results.

The English summary is being prepared. Showing the original description.

FlameskyDexive/Legends-Of-Heroes931Updated Sep 22, 2026

See all skills by FlameskyDexive

Report a problem with this skill