uw-state-machine

A set of interface-based state machine patterns for Unity, a game engine. A state machine keeps one state active at a time, such as menu, gameplay, or game over.

In plain words
What is it for?
Use it to implement game flow, character states such as idle or jumping, AI behaviour, and UI screen changes.
Why use it?
It gives game code a defined way to manage transitions between modes, character behaviours, and screens.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/devdavv/unity-ai-workflow/uw-state-machine
Any agent
npx skills add devdavv/unity-ai-workflow --skill uw-state-machine
Clone the repo
git clone --depth 1 https://github.com/devdavv/unity-ai-workflow

Made for: Claude Code, Codex.

Per session 129 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,020 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00129 $0.02020
Opus 5 $0.00064 $0.01010
Sonnet 5 $0.00026 $0.00404
Haiku 4.5 $0.00013 $0.00202

Measured 3d ago against content hash 28416a7c1983, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 3d 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.

.claude/skills/uw-state-machine/SKILL.md · 303 lines

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

  1. Read docs/ProjectConfig.yaml for:
    • architecture_pattern"so-first" or "di-first" (affects how states and the StateMachine are created and wired).
    • mcp.unity_mcp — if true, call refresh_unity after creating files.
  2. Read docs/CODING_STANDARDS.md for async patterns (Awaitable + CancellationToken) — state transitions are async.
  3. Ensure the feature has an .asmdef — create with uw-unity-feature-scaffold if 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();
}

Read the full file on GitHub · 303 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. 3d ago First seen · 303 lines · 129 tokens per session scan A 28416a7c1983

Subscribe to this mod's changes

uw-state-machine is a skill published in the GitHub repository devdavv/unity-ai-workflow (41 stars, last pushed 5mo ago), licensed MIT. It adds 129 tokens to every session and 2,020 once invoked, about $0.0006 per session on Opus 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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