unity-state-machines

unity-state-machines is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 62 tokens per session (2,797 once invoked), scanned A, a copy of unity-state-machines, MIT.

A guide to structuring game behavior with state machines. A state machine organizes behavior into named situations, such as playing, paused, attacking, or blocking, and defines how the game moves between them.

In plain words
What is it for?
Use it to choose and design animation state machines, code-based state machines, hierarchical state machines, and behavior systems for game characters or game flow.
Why use it?
It prevents game logic from turning into tangled if/else chains or large switch statements that become difficult to maintain and test.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to choose and design animation state machines, code-based state machines, hierarchical state machines, and behavior systems for game characters or game flow.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-state-machines
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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-state-machines
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-state-machines

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-state-machines/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-state-machines)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-state-machines"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-state-machines/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.

agentmods 80×15 button for unity-state-machines

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-state-machines"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-state-machines.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,797 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod 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 5.1 $0.00062 $0.02797
Opus 5 $0.00031 $0.01399
Sonnet 5 $0.00012 $0.00559
Haiku 4.5 $0.00006 $0.00280

Measured 6d ago against content hash 19fd60653296, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-state-machines 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 6d 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.

Origin

This is a copy

100% identical to unity-state-machines — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-state-machines/SKILL.md · 320 lines

How it starts

The opening of the file, as written. The whole thing — 320 lines — stays where its author put it; the contents beside it link to each section on GitHub.

State & Behavior Systems -- Decision Patterns

Prerequisite skills: unity-game-architecture (MonoBehaviour vs plain C#, component composition), unity-animation (Animator FSM, StateMachineBehaviour), unity-scripting (MonoBehaviour lifecycle)

These patterns address the most common state management failure: Claude writes ad-hoc if/else chains or giant switch statements with no structure, making state logic unmaintainable beyond 3-4 states.


PATTERN: State System Selection

WHEN: Implementing AI behavior, game flow, character states, or UI navigation

DECISION:

  • Animator FSM -- States are tied to animations. Character locomotion, attack combos, death animations. Designer-friendly visual graph. See unity-animation for full coverage -- do not build a code FSM just to drive animations.
  • Code FSM (enum or class-based) -- Game flow (MainMenu/Playing/Paused/GameOver), ability systems, turn phases. Fully testable, no Animator overhead. Use when states have complex logic, not just animation swaps.
  • Hierarchical FSM (HFSM) -- States within states. Combat contains {Melee, Ranged, Blocking}. When flat FSM has too many transitions between related states.
  • Behavior Tree (BT) -- Complex AI with prioritization, interruptible sequences, parallel behaviors. When FSM has >8-10 states and transition explosion makes the graph unreadable.
  • Stack-Based (Pushdown) -- UI screens, pause menus, modal dialogs. States push/pop, previous state is preserved and resumed.
How many states? What kind of transitions?
|
+-- 2-3 states, simple toggling?
|     --> if/else or bool flags (don't over-engineer)
|
+-- 4-8 states, clear transitions?
|     --> Code FSM (enum or IState)
|
+-- States group naturally into clusters?
|     --> HFSM (Locomotion > {Idle,Walk,Run}, Combat > {Melee,Ranged})
|
+-- AI with priorities, interrupts, parallel tasks?
|     --> Behavior Tree
|
+-- Need to return to previous state (back button, unpause)?
|     --> Stack-Based State Machine
|
+-- States tied to animations?
      --> Animator FSM (use unity-animation skill)

Read the full file on GitHub · 320 lines

Files

What ships with it

1 file 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.

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. 6d ago First seen · 320 lines · 62 tokens per session scan A 19fd60653296

Subscribe to this mod's changes

unity-state-machines is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 62 tokens to every session and 2,797 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-state-machines, differing in 0 lines, and is treated as a copy.

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