uw-state-machine

uw-state-machine is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 129 tokens per session (2,020 once invoked), scanned A, a copy of uw-state-machine, MIT.

A guide for organizing changing modes in a Unity game with a state machine. A state machine allows only one state at a time, such as menu, gameplay, game over, idle, running, or jumping.

In plain words
What is it for?
Use it for game-flow screens, character controllers, artificial-intelligence behavior, and user-interface screen transitions.
Why use it?
It keeps transitions and state-specific behavior separate, making complex game flow and character behavior easier to manage.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for game-flow screens, character controllers, artificial-intelligence behavior, and user-interface screen transitions.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/uw-state-machine
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 uw-state-machine
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 uw-state-machine

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/uw-state-machine"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/uw-state-machine.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
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. 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 $0.00129 $0.02020
Opus 5 $0.00064 $0.01010
Sonnet 5 $0.00026 $0.00404
Haiku 4.5 $0.00013 $0.00202

Measured 9d ago against content hash 28416a7c1983, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, 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 9d 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 uw-state-machine — 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/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. 9d 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 IdoCohen560/claude-unity-game-studio (19 stars, last pushed 2mo 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. It is 100% identical to uw-state-machine, differing in 0 lines, and is treated as a copy.

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