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 direct-entity-manager-structural-changesgit 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/direct-entity-manager-structural-changes)<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/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/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>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 | $0.00896 |
| Opus 5.5 | $0.00018 | $0.00358 |
| Sonnet 5.5 | $0.00009 | $0.00179 |
| Haiku 4.5 | $0.00005 | $0.00090 |
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.
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);
}
}
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 · 84 lines · 45 tokens per session scan A 82eaedd6d8e2
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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