uloop-control-play-mode

A command for starting, stopping, or pausing Unity Editor Play Mode. PlayMode is the editor state in which a Unity game is running.

In plain words
What is it for?
Starting a game for runtime checks, pausing it for frame inspection, and returning to Unity's edit mode.
Why use it?
It gives automated workflows control over when the game runs and when its state should be paused or inspected.

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/hatayama/unity-cli-loop/uloop-control-play-mode
Any agent
npx skills add hatayama/unity-cli-loop --skill uloop-control-play-mode
Clone the repo
git clone --depth 1 https://github.com/hatayama/unity-cli-loop

Made for: Claude Code, Codex.

Per session 46 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,135 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 $0.00046 $0.01135
Opus 5 $0.00023 $0.00567
Sonnet 5 $0.00009 $0.00227
Haiku 4.5 $0.00005 $0.00113

Measured 2d ago against content hash 900b37bb60a4, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

uloop-control-play-mode 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 2d 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.

.agents/skills/uloop-control-play-mode/SKILL.md · 50 lines

How it starts

The opening of the file, as written. The whole thing — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.

uloop control-play-mode

Control Unity Editor play mode (play/stop/pause/step) or query its state without side effects (status).

Usage

uloop control-play-mode [options]

Parameters

Parameter Type Default Description
--action string Play Play - start Play Mode, Stop - stop Play Mode, Pause - pause Play Mode, Step - advance one frame while paused, Status - report current state without changing anything, Resume - alias of Play in every state, including starting Play Mode when stopped
--timeout-seconds integer 180 Maximum seconds to wait for the requested play mode state

Output

Returns JSON with the current play mode state:

  • IsPlaying: Whether Unity is currently in play mode
  • IsPaused: Whether play mode is paused
  • Changed: Whether the requested action changed the current play mode state
  • WasAlreadyStopped: Whether Stop was requested while Play Mode was already stopped
  • ResumedFromPause: Whether Play resumed a paused Play Mode session instead of starting a new one
  • Message: Description of the action performed
  • Warning (string, optional): Set when the action carries a caveat. A fresh Play start always notes that the session started from Edit-time scene state; additionally, when active hot-reload patches or enabled pause points exist and Domain Reload is enabled, it reports how many of them the Play-entry domain reload will discard. Status also reports when Play Mode is running while the Unity Editor is unfocused, because progress may be throttled; run uloop focus-window, or use the pause-point --await/--trigger flow instead of polling for progress.
  • StoppedBy (string, optional): Why Play Mode last stopped: cli-control-play-mode, cli-compile-stop-setting, cli-run-tests-cancel, script-compilation, or unknown. Present on Stop when Play Mode was already stopped, and on Status when Play Mode is not running. Omitted when this Editor session has no confirmed stop.
  • StoppedAt (string, optional): UTC ISO 8601 timestamp of that stop. Omitted together with StoppedBy when no stop is recorded.

Read the full file on GitHub · 50 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. 2d ago Changed · -6 lines · +16 tokens per session 900b37bb60a4
  2. 3d ago First seen · 56 lines · 30 tokens per session scan A 99959a22d7cd

Subscribe to this mod's changes

uloop-control-play-mode is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed 2d ago), licensed MIT. It adds 46 tokens to every session and 1,135 once invoked, about $0.0002 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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