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 skills add tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-object-poolinggit clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedevWrote 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/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling)<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00020 | $0.03291 |
| Opus 5 | $0.00010 | $0.01646 |
| Sonnet 5 | $0.00004 | $0.00658 |
| Haiku 4.5 | $0.00002 | $0.00329 |
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 9d 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.
This is a copy
100% identical to tools-unity-object-pooling — 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 — 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;
}
}
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.
- 9d ago First seen · 623 lines · 20 tokens per session scan A 13bd5541cdba
tools-unity-object-pooling is a skill published in the GitHub repository tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo 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. It is 100% identical to tools-unity-object-pooling, differing in 0 lines, and is treated as a copy.
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