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.