tools-unity-state-machine

tools-unity-state-machine is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 22 tokens per session (3,616 once invoked), scanned A, a copy of tools-unity-state-machine, MIT.

A collection of state machine patterns for Unity. A state machine organizes changing modes, such as menus, loading, gameplay, or different AI behaviors, and defines how each mode starts, pauses, resumes, and ends.

In plain words
What is it for?
Use it to structure game flow, UI navigation, AI behavior, animation control, and feature controllers with safe entry, exit, suspend, and resume handling.
Why use it?
It makes transitions between game or UI modes explicit and helps ensure cleanup happens when a mode is left. It also covers transitions that involve asynchronous work.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it to structure game flow, UI navigation, AI behavior, animation control, and feature controllers with safe entry, exit, suspend, and resume handling.

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Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-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 tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-state-machine
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 skills.

Wrote this? Show the measurements

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README.md
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Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,616 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 $0.00022 $0.03616
Opus 5 $0.00011 $0.01808
Sonnet 5 $0.00004 $0.00723
Haiku 4.5 $0.00002 $0.00362

Measured 9d ago against content hash 0471dada5df4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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 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 tools-unity-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.

skills/tools-unity-state-machine/SKILL.md · 687 lines

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();
    }
}

Read the full file on GitHub · 687 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 · 687 lines · 22 tokens per session scan A 0471dada5df4

Subscribe to this mod's changes

tools-unity-state-machine is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo 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. It is 100% identical to tools-unity-state-machine, differing in 0 lines, and is treated as a copy.