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 dots-baking-patternsgit 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/dots-baking-patterns)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-baking-patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-baking-patterns/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/dots-baking-patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-baking-patterns.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 | $0.00064 | $0.01448 |
| Opus 5.5 | $0.00026 | $0.00579 |
| Sonnet 5.5 | $0.00013 | $0.00290 |
| Haiku 4.5 | $0.00006 | $0.00145 |
Grade A, and why
dots-baking-patterns 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 — 119 lines — stays where its author put it; the contents beside it link to each section on GitHub.
DOTS Baking — Senior Patterns
Baking translates authoring-scene GameObjects into runtime entities. Get baking wrong and you get incremental-bake misses, runtime null references, archetype churn, and broken Live Baking — none of which surface until much later.
Intent
Convert authoring state to entity state once, deterministically, and with explicit dependencies. Baking is not "Awake for entities" — it runs in the editor at conversion time, not at runtime.
Use when
- Translating MonoBehaviour authoring into
IComponentData - Producing prefab Entity references for runtime instantiation
- Generating additional entities from one authoring component (e.g. one image → N pixel entities)
- Sharing static lookup data (build a
BlobAssetReference<T>at bake time)
Avoid when
- Implementing runtime logic. Bakers run only in editor / build conversion. They never tick.
- Mutating asset state. Bakers must be pure read-from-authoring → write-to-entity.
- Hidden side effects (logging that depends on bake order, file writes, etc.).
Senior pattern
public class EnergyShieldAuthoring : MonoBehaviour
{
public int MaxHitPoints;
public float RechargeDelay;
public float RechargeRate;
public GameObject Prefab; // referenced prefab
public Mesh Mesh; // referenced asset
public class Baker : Baker<EnergyShieldAuthoring>
{
public override void Bake(EnergyShieldAuthoring authoring)
{
// 1. Declare dependencies BEFORE early-out null checks.
// A null ref may mean "missing asset" — bake must re-run when it returns.
DependsOn(authoring.Mesh);
// 2. Choose TransformUsageFlags deliberately:
// - None → no transform components, smallest archetype
// - Renderable → static world-space transform only
// - Dynamic → full LocalTransform + Parent (movable at runtime)
// - ManualOverride → opt out; you add the transform components yourself
var entity = GetEntity(TransformUsageFlags.None);
if (authoring.Mesh == null) return;
// 3. Read sibling GameObject components THROUGH the Baker — never via
// authoring.transform — so dependencies are tracked.
var t = GetComponent<Transform>();
AddComponent(entity, new EnergyShield {
HitPoints = authoring.MaxHitPoints,
MaxHitPoints = authoring.MaxHitPoints,
RechargeDelay = authoring.RechargeDelay,
RechargeRate = authoring.RechargeRate,
// 4. Prefab references go through GetEntity, which converts them
// AND registers the dependency in one call.
Prefab = GetEntity(authoring.Prefab, TransformUsageFlags.Dynamic),
VertexCount = authoring.Mesh.vertexCount,
});
}
}
}
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 · 119 lines · 64 tokens per session scan A 8a7ea807ac04
dots-baking-patterns is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 64 tokens to every session and 1,448 once invoked, about $0.0003 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.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
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).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.