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-lifecyclenpx skills add IdoCohen560/claude-unity-game-studio --skill unity-lifecyclegit 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-lifecycle)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lifecycle"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-lifecycle.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 | $0.00068 | $0.03566 |
| Opus 5 | $0.00034 | $0.01783 |
| Sonnet 5 | $0.00014 | $0.00713 |
| Haiku 4.5 | $0.00007 | $0.00357 |
Grade A, and why
unity-lifecycle 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-lifecycle — 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 — 467 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Lifecycle & Execution Order -- Correctness Patterns
Prerequisite skills:
unity-scripting(MonoBehaviour lifecycle, coroutines),unity-foundations(GameObjects, components)
These patterns target initialization bugs, null reference exceptions from destruction timing, and subtle editor-vs-runtime differences that cause "works in editor, fails in build" issues.
PATTERN: Fake-Null Trap (?. and ?? on Destroyed Objects)
WHEN: Null-checking Unity objects that may have been destroyed
WRONG (Claude default):
// C# null-conditional and null-coalescing bypass Unity's == override
myComponent?.DoSomething(); // May call method on destroyed object!
var fallback = myComponent ?? other; // May return a destroyed "fake-null" object!
RIGHT:
// Unity overrides == to return true for destroyed objects
// Always use == null or implicit bool conversion
if (myComponent != null)
myComponent.DoSomething();
// Or use the implicit bool operator (equivalent to != null for UnityEngine.Object)
if (myComponent)
myComponent.DoSomething();
GOTCHA: When Unity destroys an object, the C# reference still exists but Unity marks it as "fake-null". The == operator is overridden to handle this, but ?., ??, is null, and is not null use the C# native null check and see a valid (non-null) reference. This is the #1 source of MissingReferenceException. Pattern matching (obj is MyType t) also bypasses the override -- use if (obj != null && obj is MyType t).
PATTERN: Destroy is Deferred
WHEN: Destroying objects and accessing them in the same frame
WRONG (Claude default):
// Expecting immediate removal
Destroy(enemy);
enemies.Remove(enemy); // enemy still exists this frame
Debug.Log(enemies.Count); // Count is correct, but enemy is "alive" until end of frame
// Iterating and destroying
foreach (var e in enemies)
if (e.health <= 0)
Destroy(e.gameObject); // Modifying collection during iteration = crash
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 · 467 lines · 68 tokens per session scan A e034001e9aad
unity-lifecycle is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 68 tokens to every session and 3,566 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-lifecycle, differing in 0 lines, and is treated as a copy.
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