serialization-safety

serialization-safety is a skill for Claude Code from XeldarAlz/everything-claude-unity. It costs 44 tokens per session (1,205 once invoked), scanned A, original, MIT.

A guide to Unity’s rules for saving data in scenes, prefabs, and ScriptableObjects, Unity assets that store shared project data. It covers safe field renames, polymorphic data, and Unity’s special handling of destroyed objects.

In plain words
What is it for?
Use it when renaming serialized fields, storing different object types, or checking whether Unity references are still valid.
Why use it?
It helps prevent configured values from silently resetting when code changes, and avoids incorrect checks for objects that Unity has destroyed.

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 renaming serialized fields, storing different object types, or checking whether Unity references are still valid.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/xeldaralz/everything-claude-unity/serialization-safety
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 serialization-safety
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 serialization-safety

README.md
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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 serialization-safety

Your own site · 80×15
<a href="https://agentmods.dev/skills/xeldaralz/everything-claude-unity/serialization-safety"><img src="https://agentmods.dev/badge/skills/xeldaralz/everything-claude-unity/serialization-safety.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,205 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 $0.00044 $0.01205
Opus 5 $0.00022 $0.00602
Sonnet 5 $0.00009 $0.00241
Haiku 4.5 $0.00004 $0.00120

Measured 9d ago against content hash fc420ccc484f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

serialization-safety 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/serialization-safety/SKILL.md · 144 lines

How it starts

The opening of the file, as written. The whole thing — 144 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Serialization Safety

This is the single most important skill. Serialization mistakes cause silent data loss — every configured value in every scene, prefab, and ScriptableObject resets to default with zero warning.

Rule 1: FormerlySerializedAs on ANY Rename

// BEFORE: field is called _speed
[SerializeField] private float _speed = 5f;

// AFTER: renaming to _moveSpeed — MUST add FormerlySerializedAs
[FormerlySerializedAs("_speed")]
[SerializeField] private float _moveSpeed = 5f;

Why: Unity serializes fields by name. Renaming breaks the name → value mapping. Every scene, prefab, and SO that configured this field silently loses its value. [FormerlySerializedAs] tells Unity "this field used to be called X."

The attribute stays forever. Never remove it.

Rule 2: Unity Null Check

// CORRECT — Unity overrides == to detect destroyed objects
if (_target == null) return;
if (_target != null) _target.TakeDamage(10);

// WRONG — bypasses Unity's destroyed-object detection
if (_target is null) return;        // C# null check, misses destroyed
_target?.TakeDamage(10);            // ?. bypasses Unity ==, calls on destroyed
_target ??= FindNewTarget();        // ??= uses C# null, not Unity null

Why: Unity objects can be "destroyed" (C++ side freed) but not yet garbage collected (C# reference still exists). Unity overrides == to return true for destroyed objects. C# pattern matching (is null, ?., ??) uses reference equality, which returns false — so you call methods on destroyed objects, causing crashes or undefined behavior.

Rule 3: What Unity Serializes

Serialized:

  • public fields (without [NonSerialized])
  • [SerializeField] private/protected fields
  • Types: int, float, bool, string, Vector2/3/4, Color, Rect, Quaternion, AnimationCurve, Gradient, enums, UnityEngine.Object subclasses, arrays, List<T>, [Serializable] structs/classes

NOT Serialized:

  • Properties (getters/setters) — even with [SerializeField]
  • static fields
  • readonly fields
  • const fields
  • Dictionary<K,V> — use ISerializationCallbackReceiver
  • Interfaces / abstract types — use [SerializeReference]
  • Delegates / events

Read the full file on GitHub · 144 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 · 144 lines · 44 tokens per session scan A fc420ccc484f

Subscribe to this mod's changes

serialization-safety is a skill published in the GitHub repository XeldarAlz/everything-claude-unity (23 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 1,205 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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