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 Nice-Wolf-Studio/unity-claude-skills --skill unity-state-machinesgit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skillsWrote 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/nice-wolf-studio/unity-claude-skills/unity-state-machines)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-state-machines"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/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.
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-state-machines"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-state-machines.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00062 | $0.02797 |
| Opus 5 | $0.00031 | $0.01399 |
| Sonnet 5 | $0.00012 | $0.00559 |
| Haiku 4.5 | $0.00006 | $0.00280 |
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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-state-machines — 100% identical, 0 lines differ
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-animationfor 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)
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.
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.
- 9d ago First seen · 320 lines · 62 tokens per session scan A 19fd60653296
unity-state-machines is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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