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/nice-wolf-studio/unity-claude-skills/unity-lifecyclenpx skills add Nice-Wolf-Studio/unity-claude-skills --skill unity-lifecyclegit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skillsWrote 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/nice-wolf-studio/unity-claude-skills/unity-lifecycle)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-lifecycle"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-lifecycle — 100% identical, 0 lines differ
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.
- 5d ago First seen · 467 lines · 68 tokens per session scan A e034001e9aad
unity-lifecycle is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
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.
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).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
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…