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/xeldaralz/everything-claude-unity/object-poolingnpx skills add XeldarAlz/everything-claude-unity --skill object-poolinggit 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/object-pooling)<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/object-pooling"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/object-pooling.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 5.1 | $0.00035 | $0.01055 |
| Opus 5 | $0.00017 | $0.00528 |
| Sonnet 5 | $0.00007 | $0.00211 |
| Haiku 4.5 | $0.00003 | $0.00105 |
Grade A, and why
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 6d 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 — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Object Pooling
Every Instantiate() allocates memory. Every Destroy() triggers GC. Pool objects you create and destroy frequently: projectiles, particles, enemies, pickups, audio sources.
Unity Built-In ObjectPool (2021+)
using UnityEngine.Pool;
public sealed class ProjectilePool : MonoBehaviour
{
[SerializeField] private Projectile _prefab;
[SerializeField] private int _defaultCapacity = 20;
[SerializeField] private int _maxSize = 100;
private ObjectPool<Projectile> _pool;
private void Awake()
{
_pool = new ObjectPool<Projectile>(
createFunc: CreateProjectile,
actionOnGet: OnGetProjectile,
actionOnRelease: OnReleaseProjectile,
actionOnDestroy: OnDestroyProjectile,
collectionCheck: false,
defaultCapacity: _defaultCapacity,
maxSize: _maxSize
);
}
public Projectile Get() => _pool.Get();
public void Release(Projectile projectile) => _pool.Release(projectile);
private Projectile CreateProjectile()
{
Projectile projectile = Instantiate(_prefab);
projectile.SetPool(this);
return projectile;
}
private void OnGetProjectile(Projectile projectile)
{
projectile.gameObject.SetActive(true);
}
private void OnReleaseProjectile(Projectile projectile)
{
projectile.gameObject.SetActive(false);
}
private void OnDestroyProjectile(Projectile projectile)
{
Destroy(projectile.gameObject);
}
}
// Projectile returns itself to pool
public sealed class Projectile : MonoBehaviour
{
private ProjectilePool _pool;
public void SetPool(ProjectilePool pool) => _pool = pool;
public void ReturnToPool()
{
_pool.Release(this);
}
}
Warm-Up (Pre-Spawn)
Pre-instantiate objects during loading to avoid runtime hitches:
private void Start()
{
// Pre-warm the pool
List<Projectile> temp = new List<Projectile>();
for (int i = 0; i < _defaultCapacity; i++)
{
temp.Add(_pool.Get());
}
for (int i = 0; i < temp.Count; i++)
{
_pool.Release(temp[i]);
}
temp.Clear();
}
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.
- 6d ago First seen · 183 lines · 35 tokens per session scan A cb043c0ec2c5
object-pooling is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (21 stars, last pushed 4mo ago), licensed MIT. It adds 35 tokens to every session and 1,055 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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