wait

wait is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (3,407 once invoked), scanned A, a copy of wait, MIT.

A command that waits on the server until a value or condition in the running Editor or game becomes true, then can perform an action at that moment.

In plain words
What is it for?
Waiting for events such as a match ending before taking a screenshot or continuing an automated task.
Why use it?
It avoids repeatedly asking from the client whether something has happened, which can be slow and can miss short-lived states. The condition is checked each frame while the Editor runs.

Command for Claude Code

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

Good fit Waiting for events such as a match ending before taking a screenshot or continuing an automated task.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/wait
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/AmaniDawn/DGame

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 wait

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/wait/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/wait)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/wait"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/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.

agentmods 80×15 button for wait

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/wait"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/wait.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 3,407 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 100% copy Near-identical to another mod 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 $0.03407
Opus 5.5 $0.00000 $0.01363
Sonnet 5.5 $0.00000 $0.00681
Haiku 4.5 $0.00000 $0.00341

Measured yesterday against content hash 7ee4608baba1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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 yesterday.

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

This is a copy

100% identical to wait — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/wait.md · 170 lines

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.

Read the full file on GitHub · 170 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. yesterday First seen · 170 lines · 0 tokens per session scan A 7ee4608baba1

Subscribe to this mod's changes

wait is a command published in the GitHub repository AmaniDawn/DGame (177 stars, last pushed 2d ago), 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. It is 100% identical to wait, differing in 0 lines, and is treated as a copy.

Related

wait compared with commands from other repositories

wait next to 6 commands from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
waitAmaniDawn/DGameCommand1772d agoMITA0Claude Code
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interactive-devbrennhill/Kaboom-Browser-AI-Devtools-MCPCommand6719d agoAGPL-3.0A25Claude Code
run_slash_commandarnoudkooi/sn-scriptsyncCommand564d agononeA0Claude Code
iterate-browserheyAyushh/staccCommand31mo agoMITA0Claude Code, Cursor
browser-debugDesko77/cursor-1c-skillsCommand752d agoMITA0Claude Code