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 XeldarAlz/everything-claude-unity --skill state-machinegit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/state-machine)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/state-machine"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/state-machine.svg" alt="Measured on agentmods" height="20"></a>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 | $0.00040 | $0.04291 |
| Opus 5 | $0.00020 | $0.02145 |
| Sonnet 5 | $0.00008 | $0.00858 |
| Haiku 4.5 | $0.00004 | $0.00429 |
Grade A, and why
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 4d 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.
How it starts
The opening of the file, as written. The whole thing — 726 lines — stays where its author put it; the contents beside it link to each section on GitHub.
State Machine Patterns
A generic, reusable finite state machine for Unity. Covers player states, enemy AI, game flow (menu/gameplay/pause), hierarchical FSMs, and ScriptableObject-driven states for designer configuration.
IState Interface
The contract every state must fulfill. Keep it minimal: enter, exit, tick, and physics tick.
public interface IState
{
/// <summary>Called once when entering this state.</summary>
void Enter();
/// <summary>Called once when leaving this state.</summary>
void Exit();
/// <summary>Called every frame while this state is active.</summary>
void Update();
/// <summary>Called every fixed timestep while this state is active.</summary>
void FixedUpdate();
}
If your game does not need FixedUpdate in states (e.g., turn-based game), drop it from the interface. Keep the interface as lean as your project requires.
StateMachine Generic Class
A generic state machine that can be used with any state type. The type parameter T is typically the owner (player, enemy, game manager) so states can access it.
using System;
using System.Collections.Generic;
using UnityEngine;
public class StateMachine<T>
{
public IState CurrentState { get; private set; }
public IState PreviousState { get; private set; }
private T _owner;
private Dictionary<Type, IState> _states = new();
public StateMachine(T owner)
{
_owner = owner;
}
/// <summary>
/// Register a state instance. Call during initialization.
/// </summary>
public void AddState(IState state)
{
_states[state.GetType()] = state;
}
/// <summary>
/// Transition to a new state by type. Calls Exit on current, Enter on new.
/// </summary>
public void ChangeState<TState>() where TState : IState
{
var type = typeof(TState);
if (!_states.TryGetValue(type, out var newState))
{
Debug.LogError($"State {type.Name} not registered in state machine.");
return;
}
if (CurrentState == newState) return; // Already in this state
PreviousState = CurrentState;
CurrentState?.Exit();
CurrentState = newState;
CurrentState.Enter();
}
/// <summary>
/// Change state by instance (useful when states are not unique by type,
/// e.g., ScriptableObject states).
/// </summary>
public void ChangeState(IState newState)
{
if (newState == null || CurrentState == newState) return;
PreviousState = CurrentState;
CurrentState?.Exit();
CurrentState = newState;
CurrentState.Enter();
}
/// <summary>
/// Return to the previous state.
/// </summary>
public void RevertToPreviousState()
{
if (PreviousState != null)
ChangeState(PreviousState);
}
/// <summary>
/// Call from the owner's Update().
/// </summary>
public void Update()
{
CurrentState?.Update();
}
/// <summary>
/// Call from the owner's FixedUpdate().
/// </summary>
public void FixedUpdate()
{
CurrentState?.FixedUpdate();
}
/// <summary>
/// Check if the current state is of a given type.
/// </summary>
public bool IsInState<TState>() where TState : IState
{
return CurrentState is TState;
}
public T Owner => _owner;
}
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.
- 4d ago First seen · 726 lines · 40 tokens per session scan A 5cbf57d364ee
state-machine is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 40 tokens to every session and 4,291 once invoked, about $0.0002 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 2026-09-03.
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