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 dyCuong03/unity-agent-team --skill baker-authoring-conversiongit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/baker-authoring-conversion)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/baker-authoring-conversion"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/baker-authoring-conversion/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/dycuong03/unity-agent-team/baker-authoring-conversion"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/baker-authoring-conversion.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 | $0.00031 | $0.00692 |
| Opus 5.5 | $0.00012 | $0.00277 |
| Sonnet 5.5 | $0.00006 | $0.00138 |
| Haiku 4.5 | $0.00003 | $0.00069 |
Grade A, and why
baker-authoring-conversion 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 11d 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 — 70 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Baker and Authoring Conversion
Intent
Convert designer-facing MonoBehaviour authoring data into unmanaged ECS components at subscene import time, with zero runtime conversion overhead.
Use When
Any ECS entity that originates from a Unity scene or prefab. All runtime components with inspector-configurable parameters require a Baker.
Avoid When
Runtime-only entities created entirely by code (e.g., spawned from a prefab) — no Baker needed for the spawned instance, only for the prefab source entity.
Senior Pattern
- Declare a public MonoBehaviour (
XyzAuthoring) with inspector-visible fields. - Nest a private
class Baker : Baker<XyzAuthoring>inside it. - In
Bake(): callGetEntity(TransformUsageFlags.X)to obtain the entity, thenAddComponent(entity, new XyzComponent { ... }). - Convert editor units to runtime units at bake time (e.g., degrees → radians).
- For prefab entity references:
GetEntity(authoring.PrefabField, TransformUsageFlags.Dynamic). - Use
TransformUsageFlags.Dynamicfor moving entities,TransformUsageFlags.Nonefor static/data-only entities.
Code Template
public class EnemyAuthoring : MonoBehaviour
{
public float MoveSpeedDegreesPerSecond = 90f;
public GameObject ProjectilePrefab;
class Baker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new EnemyMoveSpeed
{
RadiansPerSecond = math.radians(authoring.MoveSpeedDegreesPerSecond)
});
AddComponent(entity, new EnemyProjectileRef
{
Prefab = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
});
}
}
}
Anti-Patterns
- Doing unit conversion at runtime in OnUpdate instead of at bake time — wasted per-frame cost.
- Forgetting TransformUsageFlags.Dynamic on an entity that moves — missing LocalTransform at runtime, silent wrong behavior.
- Not calling GetEntity for a referenced prefab GameObject — the prefab won't be baked into an entity prefab reference.
- Storing state on the Baker instance — Baker is stateless per-bake, state is discarded after each call.
- Calling Resources.Load or doing file I/O inside Bake — baking must be deterministic and dependency-tracked.
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.
- 11d ago First seen · 70 lines · 31 tokens per session scan A 860e53800015
baker-authoring-conversion is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 31 tokens to every session and 692 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-10-02.
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