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 cross-entity-lookupgit 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/cross-entity-lookup)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/cross-entity-lookup"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/cross-entity-lookup/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/cross-entity-lookup"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/cross-entity-lookup.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 | $0.00045 | $0.00786 |
| Opus 5.5 | $0.00018 | $0.00314 |
| Sonnet 5.5 | $0.00009 | $0.00157 |
| Haiku 4.5 | $0.00005 | $0.00079 |
Grade A, and why
cross-entity-lookup 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 — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cross-Entity Lookup
Intent
Read component data from entities not in the current iteration — either via a snapshot copy (ToComponentDataArray) for simple read-only cases, or via ComponentLookup for random access by entity ID.
Use When
Spatial queries, targeting, nearest-neighbour, graph traversal, or any system where entity A needs to read data from entity B that is not co-iterated.
Avoid When
The relationship is static and can be expressed as a component reference (Entity field) — use ComponentLookup with a pre-stored entity handle. Avoid ToComponentDataArray for entity counts above ~10k per frame due to copy cost.
Senior Pattern
- Snapshot approach:
var data = query.ToComponentDataArray<T>(Allocator.Temp)— simple, read-only, disposed at end of OnUpdate. - Job-accessible snapshot:
query.ToArchetypeChunkArray(state.WorldUpdateAllocator)— passes chunk array to job without per-element copy. - Random access in job:
ComponentLookup<T> lookup = SystemAPI.GetComponentLookup<T>(true)— pass to job, access vialookup[entity]. - Always mark ComponentLookup
[ReadOnly]in the job if not writing — prevents false write dependencies. - Use
state.WorldUpdateAllocator(notAllocator.Temp) for data passed to jobs.
Code Template
// Snapshot read (simple, main-thread):
var enemyPositions = m_EnemyQuery
.ToComponentDataArray<LocalTransform>(Allocator.Temp);
// ... use enemyPositions ...
enemyPositions.Dispose();
// ComponentLookup in a job:
[BurstCompile]
partial struct TargetingJob : IJobEntity
{
[ReadOnly] public ComponentLookup<Health> HealthLookup;
void Execute(ref TargetSelector selector, in PotentialTargets targets)
{
for (int i = 0; i < targets.Count; i++)
{
var h = HealthLookup[targets[i]];
if (h.Current > 0) { selector.Best = targets[i]; break; }
}
}
}
// In OnUpdate:
state.Dependency = new TargetingJob
{
HealthLookup = SystemAPI.GetComponentLookup<Health>(true)
}.ScheduleParallel(state.Dependency);
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 · 76 lines · 45 tokens per session scan A 04fa1f56e873
cross-entity-lookup is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 786 once invoked, about $0.0002 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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