event-systems

Coordinate Unity systems with decoupled publisher-subscriber event channels.

3|Updated Apr 8, 2026
One-click install
npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill event-systems
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: event-systems
Source: https://github.com/XeldarAlz/KlondikeSolitaire/tree/main/.claude/skills/core/event-systems
Command: npx skills add https://github.com/XeldarAlz/KlondikeSolitaire --skill event-systems

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Events decouple systems. The publisher doesn't know who's listening. The subscriber doesn't know who's publishing.

Core Features & Use Cases

  • Decoupled communication channels across game systems (publisher/subscriber)
  • Supports C# events, UnityEvent, Scriptable Object event channels, and static EventBus
  • Guidance on zero-allocation patterns and memory-leak prevention

Quick Start

Use simple event channels or C# events to wire a publisher to a listener for a responsive, decoupled workflow.

Frequently Asked Questions about event-systems

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I decouple game logic systems in Unity using events?▼

You can decouple game logic systems in Unity by using event channels or a static EventBus, letting publishers and subscribers communicate indirectly without hard references, which keeps gameplay components independent and modular.

What is the best way to prevent memory leaks in a C# Unity EventBus?▼

To prevent memory leaks in a C# Unity EventBus, always unsubscribe listeners when they are disabled or destroyed. This Skill provides memory-safety guidance to help avoid dangling references and leaks.

Does this event system support ScriptableObject event channels for UI communication?▼

Yes, this event system supports ScriptableObject event channels for UI communication, letting you wire publishers to listeners across scenes without direct references, enabling responsive and decoupled UI workflows.

Can I use standard C# events with UnityEvent in the same workflow?▼

Yes, you can use standard C# events alongside UnityEvent in the same workflow. The system supports both patterns plus ScriptableObject channels and a static EventBus to coordinate cross-system communication flexibly.

When should I not use a static EventBus for game logic?▼

Avoid using a static EventBus for game logic when strict memory management is required, as improper unsubscription causes leaks. For scoped interactions, ScriptableObject event channels offer a safer decoupling pattern.