tools-unity-object-pooling

tools-unity-object-pooling is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 20 tokens per session (3,291 once invoked), scanned A, original, MIT.

A guide to object pooling in Unity, where reusable game objects are kept ready instead of repeatedly created and destroyed. Game objects include things such as projectiles, particles, enemies, and UI items.

In plain words
What is it for?
Use it for frequently spawned projectiles, particles, enemies, UI list items, audio sources, network messages, and other short-lived objects.
Why use it?
It reduces garbage-collection work caused by frequent creation and deletion. This can help avoid performance interruptions in busy parts of a game.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for frequently spawned projectiles, particles, enemies, UI list items, audio sources, network messages, and other short-lived objects.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-object-pooling
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 IdoCohen560/claude-unity-game-studio --skill tools-unity-object-pooling
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,291 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 $0.00020 $0.03291
Opus 5 $0.00010 $0.01646
Sonnet 5 $0.00004 $0.00658
Haiku 4.5 $0.00002 $0.00329

Measured 5d ago against content hash 13bd5541cdba, 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-object-pooling 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 5d 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

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-object-pooling/SKILL.md · 623 lines

How it starts

The opening of the file, as written. The whole thing — 623 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Object Pooling

Overview

Object pooling reuses GameObjects instead of instantiating/destroying them, reducing GC pressure and improving performance.

When to Use

  • Frequently spawned objects (projectiles, particles, enemies)
  • UI list items
  • Audio sources
  • Network messages
  • Any high-frequency instantiation

Basic Object Pool

Generic Pool Implementation

public class ObjectPool<T> where T : class
{
    private readonly Stack<T> _pool = new();
    private readonly Func<T> _createFunc;
    private readonly Action<T> _onGet;
    private readonly Action<T> _onRelease;
    private readonly Action<T> _onDestroy;
    private readonly int _maxSize;
    
    public int CountActive { get; private set; }
    public int CountInactive => _pool.Count;
    public int CountAll => CountActive + CountInactive;
    
    public ObjectPool(
        Func<T> createFunc,
        Action<T> onGet = null,
        Action<T> onRelease = null,
        Action<T> onDestroy = null,
        int defaultCapacity = 10,
        int maxSize = 1000)
    {
        _createFunc = createFunc ?? throw new ArgumentNullException(nameof(createFunc));
        _onGet = onGet;
        _onRelease = onRelease;
        _onDestroy = onDestroy;
        _maxSize = maxSize;
        
        // Pre-warm pool
        for (int i = 0; i < defaultCapacity; i++)
        {
            var obj = _createFunc();
            _onRelease?.Invoke(obj);
            _pool.Push(obj);
        }
    }
    
    public T Get()
    {
        T obj;
        
        if (_pool.Count > 0)
        {
            obj = _pool.Pop();
        }
        else
        {
            obj = _createFunc();
        }
        
        _onGet?.Invoke(obj);
        CountActive++;
        return obj;
    }
    
    public void Release(T obj)
    {
        if (obj == null) return;
        
        _onRelease?.Invoke(obj);
        CountActive--;
        
        if (_pool.Count < _maxSize)
        {
            _pool.Push(obj);
        }
        else
        {
            _onDestroy?.Invoke(obj);
        }
    }
    
    public void Clear()
    {
        while (_pool.Count > 0)
        {
            var obj = _pool.Pop();
            _onDestroy?.Invoke(obj);
        }
        CountActive = 0;
    }
}

Read the full file on GitHub · 623 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. 5d ago First seen · 623 lines · 20 tokens per session scan A 13bd5541cdba

Subscribe to this mod's changes

tools-unity-object-pooling is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 20 tokens to every session and 3,291 once invoked, about $0.0001 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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