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 agentmods add skills/idocohen560/claude-unity-game-studio/unity-async-patternsnpx skills add IdoCohen560/claude-unity-game-studio --skill unity-async-patternsgit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/unity-async-patterns)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-async-patterns"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-async-patterns.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 | $0.00077 | $0.04022 |
| Opus 5 | $0.00039 | $0.02011 |
| Sonnet 5 | $0.00015 | $0.00804 |
| Haiku 4.5 | $0.00008 | $0.00402 |
Grade A, and why
unity-async-patterns 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 yesterday.
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.
This is a copy
100% identical to unity-async-patterns — 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.
How it starts
The opening of the file, as written. The whole thing — 543 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Async & Coroutine Patterns -- Correctness Patterns
Prerequisite skills:
unity-scripting(coroutines, Awaitable API, yield types),unity-lifecycle(destruction timing, destroyCancellationToken)
These patterns target async bugs that are especially dangerous because they often work during testing and fail in production: exceptions silently swallowed, objects destroyed mid-await, and thread context violations.
PATTERN: Awaitable Double-Await
WHEN: Storing an Awaitable instance and awaiting it more than once
WRONG (Claude default):
Awaitable task = Awaitable.WaitForSecondsAsync(2f);
await task; // First await -- works
await task; // Second await -- UNDEFINED BEHAVIOR (may complete instantly or throw)
RIGHT:
// Awaitable is POOLED -- after the first await completes, the instance is recycled
// Each Awaitable should be awaited exactly once
// If you need to await the same operation from multiple places, use .AsTask():
var task = Awaitable.WaitForSecondsAsync(2f).AsTask();
await task; // Works
await task; // Works -- Task is not pooled
// Or simply create separate Awaitables:
await Awaitable.WaitForSecondsAsync(2f);
await Awaitable.WaitForSecondsAsync(2f); // Fresh instance
GOTCHA: Unity pools Awaitable instances to avoid allocation. After completion, the instance is returned to the pool and may be reused by a completely different operation. A second await on the same instance may see a different operation's state, complete instantly, or throw. This is unlike Task which can be safely awaited multiple times. Use .AsTask() when you need multi-await semantics, but be aware this allocates.
PATTERN: Missing destroyCancellationToken
WHEN: Writing async methods in MonoBehaviours
WRONG (Claude default):
async Awaitable Start()
{
await Awaitable.WaitForSecondsAsync(5f);
// If object was destroyed during the wait:
// - MissingReferenceException on next Unity API call
// - Or worse: silently operates on a "fake-null" object
transform.position = Vector3.zero;
}
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- yesterday First seen · 543 lines · 77 tokens per session scan A 3e9b7f850e7e
unity-async-patterns is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 77 tokens to every session and 4,022 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-async-patterns, differing in 0 lines, and is treated as a copy.
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