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.
npx skills add devdavv/unity-ai-workflow --skill uw-state-machinegit clone --depth 1 https://github.com/devdavv/unity-ai-workflowWrote 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/skills/devdavv/unity-ai-workflow/uw-state-machine)<a href="https://agentmods.dev/skills/devdavv/unity-ai-workflow/uw-state-machine"><img src="https://agentmods.dev/badge/skills/devdavv/unity-ai-workflow/uw-state-machine/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/skills/devdavv/unity-ai-workflow/uw-state-machine"><img src="https://agentmods.dev/badge/skills/devdavv/unity-ai-workflow/uw-state-machine.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 | $0.00129 | $0.02020 |
| Opus 5.5 | $0.00052 | $0.00808 |
| Sonnet 5.5 | $0.00026 | $0.00404 |
| Haiku 4.5 | $0.00013 | $0.00202 |
Grade A, and why
uw-state-machine 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 1mo 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- uw-state-machine — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 303 lines — stays where its author put it; the contents beside it link to each section on GitHub.
State Machine
Interface-based state machines for game flow, characters, and UI.
Before You Start
- Read
docs/ProjectConfig.yamlfor:architecture_pattern—"so-first"or"di-first"(affects how states and the StateMachine are created and wired).mcp.unity_mcp— iftrue, callrefresh_unityafter creating files.
- Read
docs/CODING_STANDARDS.mdfor async patterns (Awaitable+CancellationToken) — state transitions are async. - Ensure the feature has an
.asmdef— create withuw-unity-feature-scaffoldif needed.
Core Interface
public interface IState
{
Awaitable Enter(CancellationToken ct);
Awaitable Exit(CancellationToken ct);
}
For states that need per-frame updates (character movement, AI ticking), extend with:
public interface IUpdatableState : IState
{
void Update();
}
State Machine Service
Only one state is active at a time. Transitions are async to support loading screens, animations, and cleanup between states.
public class StateMachine
{
private IState _currentState;
public IState CurrentState => _currentState;
public async Awaitable TransitionTo(IState newState, CancellationToken ct)
{
if (_currentState != null)
await _currentState.Exit(ct);
_currentState = newState;
await _currentState.Enter(ct);
}
}
If the current state implements IUpdatableState, the owner (a MonoBehaviour or update service) should call Update() each frame:
private void Update()
{
if (_stateMachine.CurrentState is IUpdatableState updatable)
updatable.Update();
}
CancellationToken Lifecycle
States receive a CancellationToken in Enter and Exit. This token controls the lifetime of async work within that state — when the token cancels, any in-flight awaits should stop cleanly.
Where tokens come from:
// Per-scene token — cancels when the scene unloads
private CancellationTokenSource _sceneCts;
private void OnEnable()
{
_sceneCts = CancellationTokenSource.CreateLinkedTokenSource(
Application.exitCancellationToken);
}
private void OnDisable()
{
_sceneCts?.Cancel();
_sceneCts?.Dispose();
}
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.
- 1mo ago First seen · 303 lines · 129 tokens per session scan A 28416a7c1983
uw-state-machine is a skill published in the GitHub repository devdavv/unity-ai-workflow (44 stars, last pushed 6mo ago), licensed MIT. It adds 129 tokens to every session and 2,020 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-08-30.
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