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 agentmods add skills/hatayama/unity-cli-loop/uloop-pause-pointnpx skills add hatayama/unity-cli-loop --skill uloop-pause-pointgit clone --depth 1 https://github.com/hatayama/unity-cli-loopWhat 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 | $0.00069 | $0.01840 |
| Opus 5 | $0.00034 | $0.00920 |
| Sonnet 5 | $0.00014 | $0.00368 |
| Haiku 4.5 | $0.00007 | $0.00184 |
Grade A, and why
uloop-pause-point 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.
How it starts
The opening of the file, as written. The whole thing — 110 lines — stays where its author put it; the contents beside it link to each section on GitHub.
uloop await-pause-point
A pause point captures locals and branch reasons at an exact frame without a source edit. Use it instead of sleeps or after-the-fact reads when input delivery, event ordering, or transition-frame fidelity matters.
Quick Check
- Enter PlayMode. If the game progresses on its own, pause it with
control-play-mode --action Pause, arrange the scenario while paused, and add--resume-playin step 2. - Arm the marker, fire the input, and wait for the hit in one foreground command:
uloop enable-pause-point --file Assets/Scripts/Enemy.cs --line 42 --timeout-seconds 60 --await --trigger "simulate-keyboard --action Press --key Space"
- Read
CapturedVariablesin the hit response first, then gather extra evidence while still paused (execute-dynamic-code, one screenshot). - A
single-shotmarker (the default) disarms after the hit; clear other modes withuloop clear-pause-point --id <marker-id>.
A hit pauses Unity at the next frame boundary — the rest of that frame still runs. Only CapturedVariables is evidence of the values at the patched line. Before deviating from this template, read references/quick-check-template.md.
Parameters
The tables list only parameters Unity itself accepts; CLI-only flags (--await, --trigger,
--resume-play, --expect, capture filters) are in the reference guides below.
enable-pause-point
Enable a pause point so Unity pauses when that code path is reached, either by a named UloopPausePoint.Pause marker (Id) or by resolving a source file and line (File+Line)
| Parameter | Type | Default | Description |
|---|---|---|---|
--id |
string | - | Named pause point id passed to UloopPausePoint.Pause. Mutually exclusive with File/Line |
--file |
string | - | Project-relative source file path to patch a pause point into. Requires Line; mutually exclusive with Id |
--line |
integer | - | 1-based source line to resolve within File. Requires File; mutually exclusive with Id |
--timeout-seconds |
integer | 30 |
Seconds before the enable request expires and stops pausing late hits |
--mode |
enum | single-shot |
Capture mode: single-shot pauses once, continuous pauses on every hit, trace records hits without pausing |
--hit-when |
string | - | Conditional capture expression (<name> <op> <literal>). Only matching hits are captured; requires File and Line |
--max-history |
integer | 20 |
Maximum number of captured hit frames to retain (1-100) |
--max-preview-elements |
integer | 10 |
Maximum number of elements to include in a captured collection's preview (1-1000). The value set at enable time also caps the previews in every later pause-point-status response for that marker; status has no flag to change it. |
--max-caller-frames |
integer | 2 |
Maximum number of caller stack frames to record on each hit (0-8). 0 disables capture (CallerFrames stays an empty array). The value set at enable time also caps every later pause-point-status response for that marker; status has no flag to change it. |
--method |
string | - | Optional method simple name or Type.Method. When set, --line resolves only inside matching methods |
What ships with it
8 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
- references/capture-modes-and-history.md 5.4 KB
- references/captured-variables.md 20 KB
- references/condition-triggered-pause.md 3.3 KB
- references/fast-progressing-games.md 3.6 KB
- references/line-placement.md 4.6 KB
- references/quick-check-template.md 7.7 KB
- references/troubleshooting.md 9.5 KB
- references/watch-expressions.md 2.6 KB
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.
- yesterday First seen · 110 lines · 69 tokens per session scan A 5ac13fd41116
uloop-pause-point is a skill published in the GitHub repository hatayama/unity-cli-loop (522 stars, last pushed yesterday), licensed MIT. It adds 69 tokens to every session and 1,840 once invoked, about $0.0003 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 2026-08-31.
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