dyCuong03

197 mods across 1 repository, 7 stars between them.

dyCuong03/unity-agent-team

Skill Claude Code

Control which physics bodies interact with each other and with spatial queries using CollisionFilter bitmask layer assignment, reducing broadphase pairs and query false positives.

not rated 7 2mo ago A 38 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Implement one-shot ECS initialization and cleanup using ISystemStartStop.OnStartRunning and OnStopRunning, which fire once per enable/disable cycle rather than every frame.

not rated 7 2mo ago A 40 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Detect Enter, Stay, and Exit states for trigger and collision events using Unity Physics''s built-in stateful event buffer systems, which maintain per-entity DynamicBuffer .

not rated 7 2mo ago A 49 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Bypass the standard Unity transform system for specific entities by registering a custom component in the LocalToWorld write group, allowing a developer-owned system to compute LocalToWorld for tho...

not rated 7 2mo ago A 43 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Set the initial enabled state of an IEnableableComponent at bake time using Baker.SetComponentEnabled (), avoiding runtime first-frame conditionals.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Record a deferred enable/disable command for an IEnableableComponent from a parallel job using ECB.SetComponentEnabled () with a deterministic sort key.

not rated 7 2mo ago A 39 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Choose the correct ECS state representation — enum field, IEnableableComponent, or structural add/remove — based on transition frequency, state count, and query-filtering requirements.

not rated 7 2mo ago A 42 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Read and write the enabled bit of an IEnableableComponent directly inside IJobEntity.Execute() or SystemAPI.Query foreach using EnabledRefRW , avoiding ECB overhead and one-frame delay.

not rated 7 2mo ago A 47 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Immediately enable or disable an IEnableableComponent on one entity or all entities matching a query using EntityManager.SetComponentEnabled or SystemAPI.SetComponentEnabled on the main thread.

not rated 7 2mo ago A 44 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Check the current enabled state of an IEnableableComponent on a specific entity using EntityManager.IsComponentEnabled () for imperative main-thread branching.

not rated 7 2mo ago A 36 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Query only entities where a specific IEnableableComponent is present but currently disabled using .WithDisabled (), enabling systems to act specifically on inactive populations.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Use a zero-field IEnableableComponent as a single-bit signal between producer and consumer systems, avoiding event queues and DynamicBuffer cleanup overhead.

not rated 7 2mo ago A 37 tokens original MIT

dyCuong03/unity-agent-team

Skill Claude Code

Manage the full creation, synchronization, and destruction lifecycle of a companion GameObject paired with an ECS entity using the four-phase marker/spawn/sync/destroy pattern.

not rated 7 2mo ago A 41 tokens original MIT

At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: