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 IdoCohen560/claude-unity-game-studio --skill tools-unity-state-machinegit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/tools-unity-state-machine)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-state-machine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-state-machine.svg" alt="Measured on agentmods" 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 | $0.00022 | $0.03616 |
| Opus 5 | $0.00011 | $0.01808 |
| Sonnet 5 | $0.00004 | $0.00723 |
| Haiku 4.5 | $0.00002 | $0.00362 |
Grade A, and why
tools-unity-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 4d 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:
- tools-unity-state-machine — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 687 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity State Machine Patterns
Overview
State machines manage game flow, UI navigation, and entity behavior. This skill covers safe implementation patterns for async state transitions and proper cleanup.
When to Use
- Game state management (menu, loading, gameplay)
- UI navigation flows
- AI behavior states
- Animation state control
- Feature/activity controllers
Basic State Machine
State Interface
public interface IState
{
UniTask Enter(IStateTransitionData data);
UniTask Exit(bool applicationExiting);
UniTask Suspend(IStateTransitionData nextStateData);
UniTask Resume();
IStateTransitionData GetTransitionData();
}
public interface IStateTransitionData
{
Type Installer { get; }
}
Simple State Implementation
public abstract class BaseState : IState
{
protected bool IsActive { get; private set; }
protected bool IsSuspended { get; private set; }
public virtual async UniTask Enter(IStateTransitionData data)
{
IsActive = true;
IsSuspended = false;
await OnEnter(data);
}
public virtual async UniTask Exit(bool applicationExiting)
{
if (!IsActive) return;
IsActive = false;
await OnExit(applicationExiting);
}
public virtual async UniTask Suspend(IStateTransitionData nextStateData)
{
IsSuspended = true;
await OnSuspend();
}
public virtual async UniTask Resume()
{
IsSuspended = false;
await OnResume();
}
protected abstract UniTask OnEnter(IStateTransitionData data);
protected abstract UniTask OnExit(bool applicationExiting);
protected virtual UniTask OnSuspend() => UniTask.CompletedTask;
protected virtual UniTask OnResume() => UniTask.CompletedTask;
public abstract IStateTransitionData GetTransitionData();
}
State Navigation Controller
Core Navigation Controller
public class StateNavigationController : IStateNavigator
{
private readonly LifetimeScope _rootScope;
private readonly List<LifetimeScope> _stateStack = new();
private bool _navigationInProgress;
public StateNavigationController(LifetimeScope rootScope)
{
_rootScope = rootScope;
}
public async UniTask NavigateTo(IStateTransitionData transitionData)
{
// Wait for any ongoing navigation
if (_navigationInProgress)
{
var waited = await UniTask.WaitUntil(() => !_navigationInProgress)
.TimeoutWithoutException(TimeSpan.FromSeconds(5));
if (!waited)
{
Debug.LogError("Navigation timeout - forcing through");
_navigationInProgress = false;
}
}
_navigationInProgress = true;
try
{
// Exit all current states
await ExitAllStates();
// Enter new state
await EnterState(transitionData);
}
finally
{
_navigationInProgress = false;
}
}
public async UniTask NavigateToAdditive(IStateTransitionData transitionData)
{
if (_navigationInProgress)
{
await UniTask.WaitUntil(() => !_navigationInProgress);
}
_navigationInProgress = true;
try
{
// Suspend current state
if (_stateStack.Count > 0)
{
var currentScope = _stateStack[^1];
if (TryResolveState(currentScope, out var currentState))
{
await currentState.Suspend(transitionData);
}
}
// Enter new state additively
await EnterState(transitionData);
}
finally
{
_navigationInProgress = false;
}
}
public async UniTask ExitActiveState()
{
if (_navigationInProgress || _stateStack.Count == 0)
return;
_navigationInProgress = true;
try
{
// Pop and exit top state
var exitScope = PopState();
if (TryResolveState(exitScope, out var exitState))
{
await exitState.Exit(false);
}
// CRITICAL: Wait before disposal
await UniTask.Yield();
exitScope.Dispose();
// Resume underlying state
if (_stateStack.Count > 0)
{
var revealedScope = _stateStack[^1];
if (TryResolveState(revealedScope, out var revealedState))
{
await revealedState.Resume();
}
}
}
finally
{
_navigationInProgress = false;
}
}
private async UniTask EnterState(IStateTransitionData transitionData)
{
var installer = (IInstaller)Activator.CreateInstance(transitionData.Installer);
var stateScope = _rootScope.CreateChild(installer);
_stateStack.Add(stateScope);
if (TryResolveState(stateScope, out var state))
{
await state.Enter(transitionData);
}
}
private async UniTask ExitAllStates()
{
while (_stateStack.Count > 0)
{
var scope = PopState();
if (TryResolveState(scope, out var state))
{
await state.Exit(false);
}
await UniTask.Yield();
scope.Dispose();
}
}
private LifetimeScope PopState()
{
var index = _stateStack.Count - 1;
var scope = _stateStack[index];
_stateStack.RemoveAt(index);
return scope;
}
private bool TryResolveState(LifetimeScope scope, out IState state)
{
state = null;
try
{
if (scope?.Container == null) return false;
state = scope.Container.Resolve<IState>();
return state != null;
}
catch
{
return false;
}
}
public async UniTask Shutdown()
{
for (int i = _stateStack.Count - 1; i >= 0; i--)
{
var scope = _stateStack[i];
if (TryResolveState(scope, out var state))
{
await state.Exit(true);
}
scope.Dispose();
}
_stateStack.Clear();
}
}
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.
- 4d ago First seen · 687 lines · 22 tokens per session scan A 0471dada5df4
tools-unity-state-machine is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 22 tokens to every session and 3,616 once invoked, about $0.0001 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 2026-09-03.
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