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 XeldarAlz/everything-claude-unity --skill event-systemsgit clone --depth 1 https://github.com/XeldarAlz/everything-claude-unityWrote 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/xeldaralz/everything-claude-unity/event-systems)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/event-systems"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/event-systems/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/xeldaralz/everything-claude-unity/event-systems"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/event-systems.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 | $0.00037 | $0.01184 |
| Opus 5 | $0.00018 | $0.00592 |
| Sonnet 5 | $0.00007 | $0.00237 |
| Haiku 4.5 | $0.00004 | $0.00118 |
Grade A, and why
event-systems 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.
How it starts
The opening of the file, as written. The whole thing — 177 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Event Systems
Events decouple systems. The publisher doesn't know who's listening. The subscriber doesn't know who's publishing.
When to Use Each Type
| Type | Coupling | Config | Allocation | Best For |
|---|---|---|---|---|
| C# events / Action | Code-only | None | Zero with struct | Internal class communication |
| UnityEvent | Inspector-wired | Designer | Some | Button clicks, animation events, designer-configurable |
| SO Event Channel | Asset-based | Designer | Minimal | Cross-system communication |
| Static EventBus | Global | None | Depends | Truly global events (rare) |
C# Events (Preferred for Code)
public sealed class HealthSystem : MonoBehaviour
{
// Declare event
public event System.Action<float, float> OnHealthChanged; // current, max
public event System.Action OnDied;
[SerializeField] private float _maxHealth = 100f;
private float _currentHealth;
public void TakeDamage(float amount)
{
_currentHealth = Mathf.Max(0f, _currentHealth - amount);
OnHealthChanged?.Invoke(_currentHealth, _maxHealth);
if (_currentHealth <= 0f)
{
OnDied?.Invoke();
}
}
}
// Subscriber
public sealed class HealthBar : MonoBehaviour
{
[SerializeField] private HealthSystem _health;
private void OnEnable()
{
_health.OnHealthChanged += UpdateBar;
_health.OnDied += HandleDeath;
}
private void OnDisable()
{
_health.OnHealthChanged -= UpdateBar;
_health.OnDied -= HandleDeath;
}
private void UpdateBar(float current, float max)
{
// Update UI
}
private void HandleDeath()
{
// Show death screen
}
}
CRITICAL: Always Unsubscribe
Subscribe in OnEnable, unsubscribe in OnDisable. This handles:
- Object deactivated (
SetActive(false)→OnDisable) - Object destroyed (
OnDisable→OnDestroy) - Scene unloaded
// GOOD — symmetric subscribe/unsubscribe
private void OnEnable() => _source.OnEvent += HandleEvent;
private void OnDisable() => _source.OnEvent -= HandleEvent;
// BAD — memory leak if object is destroyed or deactivated
private void Start() => _source.OnEvent += HandleEvent;
// No unsubscribe → delegate holds reference → object can't be GC'd
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 · 177 lines · 37 tokens per session scan A 1c07a8782b07
event-systems is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 37 tokens to every session and 1,184 once invoked, about $0.0002 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.
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