unity-lifecycle

unity-lifecycle is a skill for Claude Code, Codex from IdoCohen560/claude-unity-game-studio. It costs 68 tokens per session (3,566 once invoked), scanned A, a copy of unity-lifecycle, MIT.

A guide to Unity's lifecycle and execution order: when objects start, update, disable, and are destroyed. It also covers persistent objects and differences between the editor and a finished game.

In plain words
What is it for?
Use it when coordinating startup, scene changes, object destruction, persistent managers, disabled components, or asynchronous cleanup.
Why use it?
It helps diagnose initialization order bugs, null-reference errors, and behavior that works in the editor but fails in a build. It explains Unity's special handling of destroyed objects.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-lifecycle
Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill unity-lifecycle
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code, Codex.

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-lifecycle

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-lifecycle.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-lifecycle)
Your own site
<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>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,566 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod 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 $0.00068 $0.03566
Opus 5 $0.00034 $0.01783
Sonnet 5 $0.00014 $0.00713
Haiku 4.5 $0.00007 $0.00357

Measured yesterday against content hash e034001e9aad, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

Origin

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.

examples/my-first-game/.claude/skills/unity-lifecycle/SKILL.md · 467 lines

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

Read the full file on GitHub · 467 lines

Files

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.

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. yesterday First seen · 467 lines · 68 tokens per session scan A e034001e9aad

Subscribe to this mod's changes

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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