unity-classic

unity-classic is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 76 tokens per session (1,160 once invoked), scanned A, original, MIT.

A set of Unity development rules for traditional GameObject and MonoBehaviour projects rather than DOTS or ECS. It covers user interfaces, dependency injection, asset loading, object pooling, animation, asynchronous work, and object lifecycles.

In plain words
What is it for?
Use it for classic Unity gameplay, UI, asset loading, pooling, animation, dependency injection, and asynchronous code built with MonoBehaviour.
Why use it?
It helps prevent lifecycle bugs such as missed event cleanup, incorrect pooled-object initialization, and coroutines running on disabled objects. It also directs DOTS work to the separate ECS guidance.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions Codex.

Good fit Use it for classic Unity gameplay, UI, asset loading, pooling, animation, dependency injection, and asynchronous code built with MonoBehaviour.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/unity-classic
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 dyCuong03/unity-agent-team --skill unity-classic
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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-classic

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-classic/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-classic)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-classic"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-classic/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.

agentmods 80×15 button for unity-classic

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-classic"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-classic.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,160 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 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 5.1 $0.00076 $0.01160
Opus 5.5 $0.00030 $0.00464
Sonnet 5.5 $0.00015 $0.00232
Haiku 4.5 $0.00008 $0.00116

Measured 11d ago against content hash 7bce1fa7a3cb, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-classic 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 11d 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.

.claude/skills/unity-classic/SKILL.md · 95 lines

How it starts

The opening of the file, as written. The whole thing — 95 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Classic (Non-DOTS) Skill

The non-DOTS lane: GameObject + MonoBehaviour runtime, UI, gameplay glue, DI, asset loading, tweening, pooling, async. If the task is ISystem/Jobs/Burst/ Entities, it belongs to unity-dots-dev, not here.

Root-cause first: for a bug, trace the lifecycle / data flow / event wiring and fix the real cause. No null-guard or timer band-aid without proving the cause. Match existing project patterns; do not add a parallel service/controller/model.

MonoBehaviour lifecycle (the #1 bug source)

  • Awake → references/self-init only. OnEnable → subscribe events / register. Start → cross-object init (others' Awake done). OnDisable → unsubscribe everything subscribed in OnEnable. OnDestroy → final teardown.
  • Every += needs a matching -=. Static / long-lived publisher + instance subscriber that never unsubscribes = leak + ghost callbacks after destroy.
  • Pooled objects fire OnEnable/OnDisable per reuse, NOT Awake/Start. Put re-init in OnEnable, cleanup in OnDisable — not Start/OnDestroy.
  • Coroutines stop when the MB disables; restart in OnEnable if needed. Never StartCoroutine on a disabled/inactive object.

Pooling

  • Reset full state on Get/spawn (transform, callbacks, tween handles, timers).
  • On Return/despawn: kill tweens, cancel async, unsubscribe, stop coroutines.
  • A pooled object's OnDisable runs on return — do destroy-like cleanup there, not in OnDestroy (which may never run for pooled objects).

DOTween

  • Cache the Tween/Sequence; tween.Kill() on disable/return/destroy before starting a new one — orphan tweens mutate recycled objects.
  • SetLink(gameObject) or SetAutoKill(true) to bind lifetime; do not leak infinite-loop tweens on pooled UI.
  • DOTween.Kill(target) in OnDisable for pooled views.

VContainer / DI

  • Inject via constructor or [Inject] method; injection completes after Awake, around Start/entry-point. Do not use injected refs in Awake.
  • IStartable/ITickable/IAsyncStartable via RegisterEntryPoint; register in the right LifetimeScope. Mismatched scope = null inject or duplicate.
  • Do not new a service that the container owns — resolve it.

Read the full file on GitHub · 95 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. 11d ago First seen · 95 lines · 76 tokens per session scan A 7bce1fa7a3cb

Subscribe to this mod's changes

unity-classic is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 76 tokens to every session and 1,160 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-02.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens