direct-entity-manager-structural-changes

direct-entity-manager-structural-changes is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 45 tokens per session (896 once invoked), scanned A, original, MIT.

A guide for making one-time or infrequent Unity entity changes directly through the EntityManager on the main thread. Structural changes alter an entity's components or existence and can invalidate an active query.

In plain words
What is it for?
Use it for startup setup, configuration-triggered respawns, and batch component additions or removals outside scheduled jobs and active queries.
Why use it?
It helps avoid unsafe changes during entity iteration and avoids using deferred buffers for operations that do not repeat every frame.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for startup setup, configuration-triggered respawns, and batch component additions or removals outside scheduled jobs and active queries.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/direct-entity-manager-structural-changes
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 direct-entity-manager-structural-changes
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/direct-entity-manager-structural-changes"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/direct-entity-manager-structural-changes.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 896 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 $0.00896
Opus 5.5 $0.00018 $0.00358
Sonnet 5.5 $0.00009 $0.00179
Haiku 4.5 $0.00005 $0.00090

Measured 11d ago against content hash 82eaedd6d8e2, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

direct-entity-manager-structural-changes 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/direct-entity-manager-structural-changes/SKILL.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Direct EntityManager Structural Changes

Intent

Use EntityManager directly for structural changes outside of any active query iteration — appropriate for one-shot initialisation, infrequent config-driven respawns, and batch operations on the main thread.

Use When

One-shot init systems (state.Enabled = false after first run). Mass respawn triggered by config change. Any structural change that happens once at startup or once on a significant event, not per-frame.

Avoid When

Inside a SystemAPI.Query foreach — iterator is invalidated. Inside a scheduled job — EntityManager is not accessible from jobs. In per-frame simulation hot paths — use ECB for deferred execution.

Senior Pattern

  • Disable the system after first run: state.Enabled = false; at the start of OnUpdate (set before any work so even exceptions during work don't leave the system enabled for next frame).
  • Use batch overloads exclusively:
    • state.EntityManager.Instantiate(prefab, count, Allocator.Temp) — spawns N entities in one archetype operation.
    • state.EntityManager.AddComponent<T>(query) — adds T to all matching entities in one pass.
    • state.EntityManager.RemoveComponent<T>(query) — removes T from all matching in one pass.
    • state.EntityManager.DestroyEntity(query) — destroys all matching in one pass.
  • Use state.EntityManager.AddBuffer<T>(entity) for per-entity buffer initialisation after batch spawn.

Code Template

[BurstCompile]
public partial struct WorldSetupSystem : ISystem
{
    public void OnCreate(ref SystemState state)
        => state.RequireForUpdate<WorldConfig>();

    public void OnUpdate(ref SystemState state)
    {
        state.Enabled = false;  // one-shot — set before work begins

        var config = SystemAPI.GetSingleton<WorldConfig>();

        // Batch spawn — single archetype operation for all N entities
        var enemies = state.EntityManager.Instantiate(
            config.EnemyPrefab, config.EnemyCount, Allocator.Temp);

        // Per-entity init using the spawned array
        for (int i = 0; i < enemies.Length; i++)
        {
            state.EntityManager.SetComponentData(enemies[i],
                LocalTransform.FromPosition(new float3(i * 2f, 0, 0)));
        }

        // Batch tag all spawned enemies
        var enemyQuery = SystemAPI.QueryBuilder()
            .WithAll<EnemyData>().WithNone<EnemyReady>().Build();
        state.EntityManager.AddComponent<EnemyReady>(enemyQuery);
    }
}

Read the full file on GitHub · 84 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 · 84 lines · 45 tokens per session scan A 82eaedd6d8e2

Subscribe to this mod's changes

direct-entity-manager-structural-changes 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 896 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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