From jengine
Builds fluent chainable task sequences in Unity C# as coroutine alternatives with delays, loops, polling conditions, zero-allocation async, and parallel execution.
npx claudepluginhub jasonxudeveloper/jengine --plugin jengineThis skill uses the workspace's default tool permissions.
Fluent API for composing complex action sequences in Unity with automatic object pooling, zero-allocation async, and parallel execution support.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Fluent API for composing complex action sequences in Unity with automatic object pooling, zero-allocation async, and parallel execution support.
When Execute() or ExecuteAsync() is called, the current task list is snapshotted. Modifications to the JAction after execution starts do NOT affect running executions:
var action = JAction.Create()
.Delay(1f)
.Do(static () => Debug.Log("Original"));
var handle = action.ExecuteAsync();
// This task is NOT executed by the handle above - it was added after the snapshot
action.Do(static () => Debug.Log("Added Later"));
await handle; // Only prints "Original"
This isolation enables safe parallel execution where each handle operates on its own task snapshot.
JActionExecution (returned by Execute, awaited from ExecuteAsync):
.Action - The JAction that was executed.Cancelled - Whether THIS specific execution was cancelled.Executing - Whether the action is still executing.Dispose() - Returns JAction to poolJActionExecutionHandle (returned by ExecuteAsync before await):
.Action - The JAction being executed.Cancelled - Whether this execution is cancelled.Executing - Whether still running.Cancel() - Cancel THIS specific execution.AsUniTask() - Convert to UniTask<JActionExecution>await handle returns JActionExecution| Method | Returns | Description |
|---|---|---|
.Execute(timeout) | JActionExecution | Synchronous blocking execution |
.ExecuteAsync(timeout) | JActionExecutionHandle | Async via PlayerLoop (recommended) |
| Method | Description |
|---|---|
.Do(Action) | Execute synchronous action |
.Do<T>(Action<T>, T) | Execute with state (zero-alloc for reference types) |
.Do(Func<JActionAwaitable>) | Execute async action |
.Do<T>(Func<T, JActionAwaitable>, T) | Async with state |
| Method | Description |
|---|---|
.Delay(seconds) | Wait specified seconds |
.DelayFrame(frames) | Wait specified frame count |
.WaitUntil(condition, frequency, timeout) | Wait until condition true |
.WaitWhile(condition, frequency, timeout) | Wait while condition true |
| Method | Description |
|---|---|
.Repeat(action, count, interval) | Repeat N times |
.RepeatWhile(action, condition, frequency, timeout) | Repeat while condition true |
.RepeatUntil(action, condition, frequency, timeout) | Repeat until condition true |
All loop methods have <TState> overloads for zero-allocation with reference types.
| Method | Description |
|---|---|
.Parallel() | Enable concurrent execution mode |
.OnCancel(callback) | Register cancellation callback |
.Cancel() | Stop ALL active executions |
.Reset() | Clear state for reuse |
.Dispose() | Return to object pool |
| Member | Description |
|---|---|
JAction.Create() | Get pooled instance |
JAction.PooledCount | Check available pooled instances |
JAction.ClearPool() | Empty the pool |
using var result = await JAction.Create()
.Do(static () => Debug.Log("Step 1"))
.Delay(1f)
.Do(static () => Debug.Log("Step 2"))
.ExecuteAsync();
using var (CRITICAL)// CORRECT - auto-disposes and returns to pool
using var result = await JAction.Create()
.Do(() => LoadAsset())
.WaitUntil(() => assetLoaded)
.ExecuteAsync();
// WRONG - memory leak, never returns to pool
await JAction.Create()
.Do(() => LoadAsset())
.ExecuteAsync();
var action = JAction.Create()
.Parallel()
.Do(static () => Debug.Log("Start"))
.Delay(5f)
.Do(static () => Debug.Log("Done"));
// Start multiple concurrent executions (each gets own task snapshot)
var handle1 = action.ExecuteAsync();
var handle2 = action.ExecuteAsync();
// Cancel only the first execution
handle1.Cancel();
// Each has independent Cancelled state
var result1 = await handle1; // result1.Cancelled == true
var result2 = await handle2; // result2.Cancelled == false
action.Dispose();
var action = JAction.Create()
.Parallel()
.Delay(1f)
.Do(static () => Debug.Log("Done"));
var handle1 = action.ExecuteAsync();
var handle2 = action.ExecuteAsync();
await UniTask.WhenAll(handle1.AsUniTask(), handle2.AsUniTask());
action.Dispose();
// CORRECT - static lambda + reference type state = zero allocation
var data = new MyData();
JAction.Create()
.Do(static (MyData d) => d.Process(), data)
.Execute();
// Pass 'this' when inside a class - no wrapper needed
public class Enemy : MonoBehaviour
{
public bool IsStunned;
public void ApplyStun(float duration)
{
IsStunned = true;
JAction.Create()
.Delay(duration)
.Do(static (Enemy self) => self.IsStunned = false, this)
.ExecuteAsync().Forget();
}
}
// Value types use closures (boxing would defeat zero-alloc anyway)
int count = 5;
JAction.Create()
.Do(() => Debug.Log($"Count: {count}"))
.Execute();
using var result = await JAction.Create()
.WaitUntil(() => networkReady)
.ExecuteAsync(timeout: 30f);
if (result.Cancelled)
Debug.Log("Timed out!");
var action = JAction.Create()
.OnCancel(() => Debug.Log("Cancelled!"))
.Delay(10f);
var handle = action.ExecuteAsync();
handle.Cancel(); // Triggers OnCancel callback
public class AbilitySystem
{
public bool CanUse = true;
public async UniTaskVoid TryUseAbility(float cooldown)
{
if (!CanUse) return;
CanUse = false;
PerformAbility();
// Pass 'this' as state - no extra class needed
using var _ = await JAction.Create()
.Delay(cooldown)
.Do(static s => s.CanUse = true, this)
.ExecuteAsync();
}
}
public sealed class DoTState
{
public IDamageable Target;
public float DamagePerTick;
}
public static async UniTaskVoid ApplyDoT(
IDamageable target, float damage, int ticks, float interval)
{
var state = JObjectPool.Shared<DoTState>().Rent();
state.Target = target;
state.DamagePerTick = damage;
using var _ = await JAction.Create()
.Repeat(
static s => s.Target?.TakeDamage(s.DamagePerTick),
state, count: ticks, interval: interval)
.ExecuteAsync();
state.Target = null;
JObjectPool.Shared<DoTState>().Return(state);
}
public async UniTask RunWaves(WaveConfig[] waves)
{
foreach (var wave in waves)
{
using var result = await JAction.Create()
.Do(() => UI.ShowWaveStart(wave.Number))
.Delay(2f)
.Do(() => SpawnWave(wave))
.WaitUntil(() => ActiveEnemyCount == 0, timeout: 120f)
.Delay(wave.DelayAfter)
.ExecuteAsync();
if (result.Cancelled) break;
}
}
public sealed class RegenState
{
public float Health, MaxHealth, HpPerTick;
}
public static async UniTaskVoid StartRegen(RegenState state)
{
using var _ = await JAction.Create()
.RepeatWhile(
static s => s.Health = MathF.Min(s.Health + s.HpPerTick, s.MaxHealth),
static s => s.Health < s.MaxHealth,
state, frequency: 0.1f)
.ExecuteAsync();
}
| Problem | Cause | Solution |
|---|---|---|
| Nothing happens | Forgot to call Execute/ExecuteAsync | Add .ExecuteAsync() at the end |
| Memory leak | Missing using var | Always use using var result = await ... |
| Frame drops | Using Execute() | Switch to ExecuteAsync() |
| GC allocations | Closures with reference types | Use static lambda + state parameter |
| Unexpected timing | Value type state | Wrap in reference type or use closure |
| Handle shows wrong Cancelled | Reading after modification | Snapshot is isolated - this is expected |
using var - Memory leak, JAction never returns to poolExecute() in production - Blocks main thread, causes frame drops.Do() - Callbacks run atomically; keep them lightweightaction.Cancel() in parallel - Cancels ALL executions; use handle.Cancel() for specific execution