cross-entity-lookup

cross-entity-lookup is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 45 tokens per session (786 once invoked), scanned A, original, MIT.

A Unity ECS pattern for reading component data from an entity that is not the one currently being processed. It offers either a temporary snapshot of many components or a lookup by entity ID for random access.

In plain words
What is it for?
Use it for spatial queries, target selection, nearest-neighbour checks, graph traversal, and other relationships between separate entities.
Why use it?
It solves cases where one entity needs information about another, without forcing both entities into the same query. It also helps choose between copying a snapshot and looking up individual entities.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for spatial queries, target selection, nearest-neighbour checks, graph traversal, and other relationships between separate entities.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/cross-entity-lookup
Install

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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill cross-entity-lookup
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for cross-entity-lookup

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/cross-entity-lookup/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/cross-entity-lookup)
Your own site
<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.

agentmods 80×15 button for cross-entity-lookup

Your own site · 80×15
<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>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 786 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 11d ago against content hash 04fa1f56e873, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/cross-entity-lookup/SKILL.md · 76 lines

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 via lookup[entity].
  • Always mark ComponentLookup [ReadOnly] in the job if not writing — prevents false write dependencies.
  • Use state.WorldUpdateAllocator (not Allocator.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);

Read the full file on GitHub · 76 lines

Changes

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.

  1. 11d ago First seen · 76 lines · 45 tokens per session scan A 04fa1f56e873

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

reflection-method-call

Call a C# method by reflection — including private methods. Requires a method schema obtained via 'reflection-method-find'. Supports static methods, instance methods (with optional target deserialization), and main-thread / off-thread execution.

IvanMurzak/Unity-MCP · 48 tokens

script-execute

Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.

IvanMurzak/Unity-MCP · 48 tokens

reflection-method-find

Find C# methods across every loaded assembly by name / type / parameters — including private methods. Returns serialized MethodData entries usable as schemas for 'reflection-method-call'.

IvanMurzak/Unity-MCP · 39 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

script-delete

Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.

IvanMurzak/Unity-MCP · 52 tokens

script-read

Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.

IvanMurzak/Unity-MCP · 49 tokens