tools-unity-object-pooling

tools-unity-object-pooling is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 20 tokens per session (3,291 once invoked), scanned A, a copy of tools-unity-object-pooling, MIT.

A Unity programming pattern that reuses GameObjects instead of repeatedly creating and destroying them. Unity is a game engine, and garbage collection is the automatic cleanup of unused memory.

In plain words
What is it for?
Use it for frequently spawned objects such as projectiles, particles, enemies, user-interface list items, audio sources, or network messages.
Why use it?
Frequent creation and destruction can cause memory-cleanup pauses and uneven performance during gameplay.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it for frequently spawned objects such as projectiles, particles, enemies, user-interface list items, audio sources, or network messages.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/tools-unity-object-pooling
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.

Any agent
npx skills add tjboudreaux/cc-plugin-unity-gamedev --skill tools-unity-object-pooling
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 skills.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<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>
Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,291 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00020 $0.03291
Opus 5 $0.00010 $0.01646
Sonnet 5 $0.00004 $0.00658
Haiku 4.5 $0.00002 $0.00329

Measured 9d ago against content hash 13bd5541cdba, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

Origin

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.

skills/tools-unity-object-pooling/SKILL.md · 623 lines

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;
    }
}

Read the full file on GitHub · 623 lines

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. 9d ago First seen · 623 lines · 20 tokens per session scan A 13bd5541cdba

Subscribe to this mod's changes

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.