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 serialization-safetygit 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/serialization-safety)<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/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/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>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 | $0.00044 | $0.01205 |
| Opus 5 | $0.00022 | $0.00602 |
| Sonnet 5 | $0.00009 | $0.00241 |
| Haiku 4.5 | $0.00004 | $0.00120 |
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.
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:
publicfields (without[NonSerialized])[SerializeField] private/protectedfields- Types:
int,float,bool,string,Vector2/3/4,Color,Rect,Quaternion,AnimationCurve,Gradient, enums,UnityEngine.Objectsubclasses, arrays,List<T>,[Serializable]structs/classes
NOT Serialized:
- Properties (getters/setters) — even with
[SerializeField] staticfieldsreadonlyfieldsconstfieldsDictionary<K,V>— useISerializationCallbackReceiver- Interfaces / abstract types — use
[SerializeReference] - Delegates / events
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 · 144 lines · 44 tokens per session scan A fc420ccc484f
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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