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 bullish0x/GameStudio --skill ecs-serializationgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/ecs-serialization)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/ecs-serialization"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-serialization/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/bullish0x/gamestudio/ecs-serialization"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/ecs-serialization.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 | $0.00027 | $0.04671 |
| Opus 5 | $0.00014 | $0.02336 |
| Sonnet 5 | $0.00005 | $0.00934 |
| Haiku 4.5 | $0.00003 | $0.00467 |
Grade A, and why
ecs-serialization 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 7d 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 — 814 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECS Serialization
When to Use
Use this skill when:
- Implementing save/load functionality
- Creating entity prefabs/templates
- Network synchronization
- Level editor export/import
- Debugging and inspection
- Game state snapshots
Core Principles
- Component-Based: Serialize components, not entities
- Type-Safe: Preserve component types during deserialization
- Efficient: Minimize serialized data size
- Versioned: Handle schema changes gracefully
- Selective: Serialize only what's needed
- Deterministic: Same input produces same output
Serialization System Implementation
1. Component Serialization
// core/Serializable.ts
export interface ISerializable {
serialize(): SerializedData;
deserialize(data: SerializedData): void;
}
export type SerializedData = Record<string, any>;
// Base serializable component
export abstract class SerializableComponent implements ISerializable {
abstract serialize(): SerializedData;
abstract deserialize(data: SerializedData): void;
getTypeName(): string {
return this.constructor.name;
}
}
// Example: Transform component
import { Vector3, Quaternion } from 'three';
export class Transform extends SerializableComponent {
position = new Vector3();
rotation = new Quaternion();
scale = new Vector3(1, 1, 1);
serialize(): SerializedData {
return {
position: this.position.toArray(),
rotation: this.rotation.toArray(),
scale: this.scale.toArray(),
};
}
deserialize(data: SerializedData): void {
if (data.position) this.position.fromArray(data.position);
if (data.rotation) this.rotation.fromArray(data.rotation);
if (data.scale) this.scale.fromArray(data.scale);
}
}
// Example: Health component
export class Health extends SerializableComponent {
current: number = 100;
max: number = 100;
regenRate: number = 0;
serialize(): SerializedData {
return {
current: this.current,
max: this.max,
regenRate: this.regenRate,
};
}
deserialize(data: SerializedData): void {
this.current = data.current ?? this.current;
this.max = data.max ?? this.max;
this.regenRate = data.regenRate ?? this.regenRate;
}
}
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.
- 7d ago First seen · 814 lines · 27 tokens per session scan A f2a097d8102b
ecs-serialization is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 27 tokens to every session and 4,671 once invoked, about $0.0001 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 2026-09-03.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
sdf
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…
unity-agent-workflows
Use for AI-assisted Unity work that needs live repo discovery, project-derived routing, runtime-owner proof, runtime-visible output hard stops, runtime numeric proof for repeated visible-output failures, state-step guards, multi-agent scope ownership, modular C#/asmdef safety, UI/scene/visual asset gates, data-first…
using-bgs-archive
Use when the user wants to inspect, list, extract, unpack, or repack Bethesda BA2/BSA archives; determine archive format/version/compression; or build archive assets for an MO2 overlay. Triggers - "unpack BA2", "extract BSA", "pack archive", "inspect archive", "bgs-archive".
ai-ml-development
AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.