editor-lifecycle-and-observability

editor-lifecycle-and-observability is a command for Claude Code from Alex-Rachel/TEngine. It costs 0 tokens per session (897 once invoked), scanned A, original, MIT.

Commands for controlling Unity Editor play mode and observing its state, menus, console, performance, and views. They can also bring the Editor forward and capture a screenshot.

In plain words
What is it for?
Use them to start, pause, or stop play mode, read Editor status, run menu commands, inspect console or performance information, and capture the Scene or Game view.
Why use it?
They give an agent a way to run or pause the project and check what the Editor reports without relying on a person watching the window.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Use them to start, pause, or stop play mode, read Editor status, run menu commands, inspect console or performance information, and capture the Scene or Game view.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/alex-rachel/tengine/editor-lifecycle-and-observability
About the project

TEngine is a Unity framework for building games, providing modules for asynchronous work, hot updates, asset management, configuration tables, and user interfaces. It is for Unity developers and teams making commercial projects across desktop, mobile, web, and WeChat Mini Game targets, with catalogue skills supporting its AI-assisted development workflow.

Alex-Rachel/TEngine · 2,379 stars · on GitHub

Install

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.

Clone the repo
git clone --depth 1 https://github.com/Alex-Rachel/TEngine

Made for: Claude Code.

Wrote 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.

agentmods badge for editor-lifecycle-and-observability

README.md
[![agentmods](https://agentmods.dev/badge/commands/alex-rachel/tengine/editor-lifecycle-and-observability/github.svg)](https://agentmods.dev/commands/alex-rachel/tengine/editor-lifecycle-and-observability)
Your own site
<a href="https://agentmods.dev/commands/alex-rachel/tengine/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/editor-lifecycle-and-observability/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for editor-lifecycle-and-observability

Your own site · 80×15
<a href="https://agentmods.dev/commands/alex-rachel/tengine/editor-lifecycle-and-observability"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/editor-lifecycle-and-observability.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 897 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.00897
Opus 5.5 $0.00000 $0.00359
Sonnet 5.5 $0.00000 $0.00179
Haiku 4.5 $0.00000 $0.00090

Measured 23d ago against content hash 4f6aefd40e68, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

editor-lifecycle-and-observability 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 23d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

UnityProject/Packages/com.unity.pipeline/Documentation~/commands/editor-lifecycle-and-observability.md · 116 lines

How it starts

The opening of the file, as written. The whole thing — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Editor lifecycle & observability commands

Commands to control Editor play mode, focus, and menus, and to observe the Editor's state, console, and performance.

editor_play

Enter Unity Editor play mode.

No parameters.

Returns: string

editor_stop

Exit Unity Editor play mode.

No parameters.

Returns: string

editor_pause

Pause Unity Editor play mode.

No parameters.

Returns: string

editor_status

Get detailed Unity Editor status and state information.

No parameters.

Returns: StatusResponse

editor_focus

Bring the Unity Editor window to the foreground.

No parameters.

Returns: string Notes: MainThreadRequired = true.

menu

Execute an Editor menu item by path, or list available items when no path is given.

Parameter Required Default Description
path no – Menu item path to execute, e.g. "Assets/Reimport All". Omit to list available menu items.

Returns: MenuResponse Notes: MainThreadRequired = true.

screenshot

Capture the Scene or Game view as a PNG and return its file path.

Parameter Required Default Description
view no game Which view to capture: 'game' (default) or 'scene'
output no – Output PNG path (absolute, or relative to the project root). Defaults to a timestamped file under /Temp/pipeline-screenshots/.
width no 0 Output width in pixels. 0 (default) uses the view camera's current width.
height no 0 Output height in pixels. 0 (default) uses the view camera's current height.

Returns: ScreenshotResponse Notes: MainThreadRequired = true.

set_autotick

Keep the editor ticking while unfocused by forcing EditorApplication.SignalTick at a throttled rate.

Parameter Required Default Description
enable no true Enable (true) or disable (false) auto-tick mode
interval_ms no 16 Minimum milliseconds between forced ticks. 0 = every update (max rate, pegs a CPU core). Default 16 (~60Hz).

Read the full file on GitHub · 116 lines

Changes

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.

  1. 23d ago First seen · 116 lines · 0 tokens per session scan A 4f6aefd40e68

Subscribe to this mod's changes

editor-lifecycle-and-observability is a command published in the GitHub repository Alex-Rachel/TEngine (2,379 stars, last pushed 24d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 897 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-23.