unity-game-loop

unity-game-loop is a skill for Claude Code, Codex from Nice-Wolf-Studio/unity-claude-skills. It costs 73 tokens per session (6,465 once invoked), scanned A, original, MIT.

A Unity guide for turning a game's intended play cycle into code. It covers the core loop, session start and end, win and loss conditions, progression, difficulty settings, pacing, and encounter timing.

In plain words
What is it for?
Use it to scaffold loops such as exploring, collecting, crafting, and surviving; define session states and outcomes; and expose difficulty or pacing settings for designers.
Why use it?
Separate systems such as movement, combat, inventory, and crafting can work without forming a coherent game. These patterns connect them into ordered phases with clear progression and tuning points.

Skill for Claude CodeCodex

Part of the unity plugin — 35 skills shipped together

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/nice-wolf-studio/unity-claude-skills/unity-game-loop
Any agent
npx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-game-loop
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code, Codex.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

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-game-loop

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-game-loop.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-game-loop)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-game-loop"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-game-loop.svg" alt="Measured on agentmods" height="20"></a>
Per session 73 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,465 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 $0.00073 $0.06465
Opus 5 $0.00036 $0.03232
Sonnet 5 $0.00015 $0.01293
Haiku 4.5 $0.00007 $0.00647

Measured 5d ago against content hash 9622d509c57c, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-game-loop 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 5d 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

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unity-game-loop/SKILL.md · 795 lines

How it starts

The opening of the file, as written. The whole thing — 795 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Loop & Progression -- Design Translation Patterns

Prerequisite skills: unity-state-machines (session FSM), unity-game-architecture (events, Service Locator, bootstrap), unity-data-driven (SO configs for difficulty/pacing)

Claude's most common gameplay failure mode is building features in isolation without a unifying loop structure. It will create movement, inventory, combat, and crafting systems that all work independently but never form a cohesive game. The result is a playable sandbox with no progression, no session boundaries, no win/lose conditions, and no hooks for designers to tune pacing or difficulty. These patterns translate design intent ("the player explores, collects, crafts, then survives the night") into code architecture that enforces phase ordering, tracks session state, and exposes tuning surfaces to designers.


PATTERN: Core Loop Scaffolding

DESIGN INTENT: Designer describes the game as "explore, collect, craft, survive night" -- needs a code skeleton that enforces this cycle with extensible phases that run in order.

WRONG (Claude default):

// Systems built independently with no phase concept -- everything runs simultaneously.
// ExplorationManager, InventoryManager, CraftingManager, CombatManager all live in the scene
// and run their Update loops at the same time. There is no concept of "it is now the crafting
// phase" or "exploration has ended." The game is a flat sandbox.
public class GameManager : MonoBehaviour
{
    [SerializeField] private ExplorationManager _exploration;
    [SerializeField] private InventoryManager _inventory;
    [SerializeField] private CombatManager _combat;

    private void Start()
    {
        _exploration.Enable();
        _inventory.Enable();
        _combat.Enable(); // all systems active from frame 1
    }
}

RIGHT:

// GameLoopController manages phase transitions via IGamePhase interface.
// Each phase gets Enter/Tick/Exit. Phases are configured as SO assets.
// Only one phase is active at a time, enforcing the designer's intended cycle.
public interface IGamePhase
{
    /// <summary>Name shown in debug UI and logs.</summary>
    string PhaseName { get; }

    /// <summary>Called when this phase becomes active. Load assets, enable systems.</summary>
    Awaitable EnterAsync(CancellationToken ct);

    /// <summary>Called every frame while this phase is active.</summary>
    void Tick(float deltaTime);

    /// <summary>Called when transitioning away. Cleanup, disable systems.</summary>
    Awaitable ExitAsync(CancellationToken ct);
}

[CreateAssetMenu(menuName = "Game Loop/Phase Config")]
public class GamePhaseConfig : ScriptableObject
{
    [Tooltip("Display name for this phase")]
    public string phaseName;

    [Tooltip("Assembly-qualified type name of the IGamePhase implementation")]
    public string phaseTypeName;

    [Tooltip("Duration in seconds, 0 = phase decides when to end")]
    public float maxDuration;
}

Read the full file on GitHub · 795 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. 5d ago First seen · 795 lines · 73 tokens per session scan A 9622d509c57c

Subscribe to this mod's changes

unity-game-loop is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 73 tokens to every session and 6,465 once invoked, about $0.0004 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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