event-systems

event-systems is a skill for Claude Code from XeldarAlz/everything-claude-unity. It costs 37 tokens per session (1,184 once invoked), scanned A, original, MIT.

A guide to designing event systems in Unity. Events let one part of a game notify other parts without directly depending on them.

In plain words
What is it for?
Use it when connecting systems such as health, UI, animation, and gameplay, especially when deciding how those systems should communicate.
Why use it?
It helps you choose between code events, Inspector-configurable UnityEvents, shared ScriptableObject assets, and global event buses while avoiding unnecessary memory use and listener leaks.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the everything-claude-unity plugin — 42 skills, 27 commands, 20 agents, 5 hooks shipped together

Good fit Use it when connecting systems such as health, UI, animation, and gameplay, especially when deciding how those systems should communicate.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xeldaralz/everything-claude-unity/event-systems
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 XeldarAlz/everything-claude-unity --skill event-systems
Clone the repo
git clone --depth 1 https://github.com/XeldarAlz/everything-claude-unity

Made for: Claude Code.

Or install everything-claude-unity, the plugin that ships this one along with the rest of its 42 skills, 27 commands, 20 agents, 5 hooks.

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 event-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/event-systems/github.svg)](https://agentmods.dev/skills/xeldaralz/everything-claude-unity/event-systems)
Your own site
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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.

agentmods 80×15 button for event-systems

Your own site · 80×15
<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>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,184 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 original No closer match found 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 $0.00037 $0.01184
Opus 5 $0.00018 $0.00592
Sonnet 5 $0.00007 $0.00237
Haiku 4.5 $0.00004 $0.00118

Measured 9d ago against content hash 1c07a8782b07, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

.claude/skills/core/event-systems/SKILL.md · 177 lines

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 (OnDisableOnDestroy)
  • 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

Read the full file on GitHub · 177 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 · 177 lines · 37 tokens per session scan A 1c07a8782b07

Subscribe to this mod's changes

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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