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.
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.
git clone --depth 1 https://github.com/Alex-Rachel/TEngineWrote 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.
[](https://agentmods.dev/commands/alex-rachel/tengine/wait)<a href="https://agentmods.dev/commands/alex-rachel/tengine/wait"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/wait/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.
<a href="https://agentmods.dev/commands/alex-rachel/tengine/wait"><img src="https://agentmods.dev/badge/commands/alex-rachel/tengine/wait.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00000 | $0.03407 |
| Opus 5.5 | $0.00000 | $0.01363 |
| Sonnet 5.5 | $0.00000 | $0.00681 |
| Haiku 4.5 | $0.00000 | $0.00341 |
Grade A, and why
wait 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 today.
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- wait — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Wait commands
Server-side condition waiting (AUTHAPI-25). job wait waits until a runtime/editor member condition holds — evaluated on the Editor's per-frame loop — and can act in the same frame the condition first becomes true (e.g. screenshot the moment a match-end screen appears). It replaces the dominant agent anti-pattern of client-side polling loops: read a value via script eval, sleep in the client, repeat. That loop is token-expensive and slow, and its client round-trips can miss short-lived states entirely (a 2-second screen is easy to miss at ~1–2 s per poll). A server-side condition is a cheap per-frame delegate that can act atomically the frame it fires.
Sync vs async: pick the right mode first
/api/exec executes one command at a time — a synchronous job wait holds that queue for its entire duration. The Editor itself never freezes (each poll is marshaled onto the main thread between sleeps), but every other command queues behind the wait until it resolves. That includes any command whose effect your condition is waiting for: if the condition needs a mutation you haven't issued yet, the mutation can never run, and the wait self-deadlocks until its timeout.
Use a synchronous wait only when BOTH hold:
- the wait is short — comfortably under your client's HTTP timeout (typically < 30 s), and
- the condition does not depend on any command you still need to issue (it will be satisfied by something already in motion: play-mode gameplay, a running bake, a timer, ...).
For everything else, pass async=true: you get a waitId back immediately, other commands keep executing, and you poll job wait_status (and cancel with job wait_cancel). This is the default choice for long waits and for any "issue command, then wait for its effect" flow.
A synchronous wait submitted as a detached job (POST /api/exec with "job": true) remains cancelable: POST /api/job/cancel interrupts the sleep loop and resolves the wait as canceled.
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.
- today First seen · 170 lines · 0 tokens per session scan A 7ee4608baba1
wait is a command published in the GitHub repository Alex-Rachel/TEngine (2,403 stars, last pushed today), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 3,407 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 2026-11-07.
wait compared with commands from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| waitAlex-Rachel/TEngine | Command | 2.4k | today | MIT | A | 0 | Claude Code |
| godotHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 32 | Claude Code |
| multiplayerHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 21 | Claude Code |
| unityHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 24 | Claude Code |
| playtestHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 17 | Claude Code |
| game-uiHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 17 | Claude Code |
| level-designHermeticOrmus/LibreGameDev-Claude-Code | Command | 5 | 1mo ago | MIT | A | 18 | Claude Code |