scene_batch
Run a sequence of scene-edit tool calls in one request, reuse earlier step outputs as arguments, and stop at the first failure with the completed save and per-step results.
Instructions
Run a list of scene_* tool calls in one call, each on the save the one before returned: steps is [{tool, args}], args as that tool takes them without mapPath. A value of an earlier step is named as "$.", counting from 0: {tool: "scene_add_skill", args: {name: "swing", graphId: "$3.graphId", type: "normal", animation: 1001}} takes the graphId step 3 returned. It stops at the first step that fails and says which and why; mapPath is then the save with the steps before it done, and the call can be repeated on it with the rest. Returns the last mapPath and, for every step, what it returned without the explanations (ids, names, sizes). For the tools that change a save: scene_add_*, scene_set_*, scene_update_prefab, scene_remove_entities. Not for the ones that drive the editor (scene_import_assets, editor_open_map), the ones that only read, or write_graphs (which already takes all graphs in one call).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| steps | Yes | ||
| mapPath | No |