dots-ecb-orchestration

dots-ecb-orchestration is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 82 tokens per session (1,620 once invoked), scanned A, original, MIT.

A Unity ECS guide for using an EntityCommandBuffer, a list of deferred entity changes that can be applied at a chosen point in the game loop. It covers recording changes from jobs and choosing when those changes take effect.

In plain words
What is it for?
Use it when jobs need to add or remove components, create entities, or change enabled state. It covers playback timing, parallel recording, and stable ordering.
Why use it?
It prevents unsafe direct entity changes from jobs and helps avoid changes appearing a frame late, dependency problems, or partially applied state updates.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when jobs need to add or remove components, create entities, or change enabled state. It covers playback timing, parallel recording, and stable ordering.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/dots-ecb-orchestration
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 dots-ecb-orchestration
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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agentmods badge for dots-ecb-orchestration

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-ecb-orchestration/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-ecb-orchestration)
Your own site
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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 dots-ecb-orchestration

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-ecb-orchestration"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-ecb-orchestration.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 82 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,620 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 $0.00082 $0.01620
Opus 5.5 $0.00033 $0.00648
Sonnet 5.5 $0.00016 $0.00324
Haiku 4.5 $0.00008 $0.00162

Measured 11d ago against content hash 9110fb7b0e76, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

dots-ecb-orchestration 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/dots-ecb-orchestration/SKILL.md · 130 lines

How it starts

The opening of the file, as written. The whole thing — 130 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECB Orchestration — Senior Patterns

Structural changes inside a scheduled job are forbidden. The EntityCommandBuffer (ECB) records the intent in a job and plays it back on the main thread at a specific phase. Choosing the wrong phase silently delays your change by one frame, deadlocks dependency chains, or splits an atomic state transition.

Intent

Defer structural mutations (and Enabled flips done from jobs) into a recorder, then let a known ECB system play them back at a deterministic point in the frame.

The mental model: pick by playback phase, not by name

ECB system Plays back at Use when
BeginInitializationEntityCommandBufferSystem Start of frame, before any simulation Bootstrapping at frame start
EndInitializationEntityCommandBufferSystem End of init, before simulation Last chance to set up before sim sees state
BeginSimulationEntityCommandBufferSystem Start of simulation group Default choice for "next frame" structural changes recorded this frame
EndSimulationEntityCommandBufferSystem End of simulation, before presentation When you need all sim systems to see the recorded change before presentation reads it
BeginFixedStepSimulationEntityCommandBufferSystem Each fixed step start Fixed-step physics-coupled mutations
EndFixedStepSimulationEntityCommandBufferSystem Each fixed step end After fixed-step sim, before per-frame sim

Decision rule: Identify the reader of the post-change state. Pick the ECB that plays back before that reader.

Senior pattern (single-writer, parallel job)

public partial struct DestroyFallenSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        // Declare the dependency. Don't search for the ECB system every OnUpdate.
        state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>();
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
        var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);

        // For parallel-scheduled jobs:
        var ecbParallel = ecb.AsParallelWriter();

        new DestroyFallenJob
        {
            EcbParallel = ecbParallel,
        }.ScheduleParallel();
    }
}

[BurstCompile]
partial struct DestroyFallenJob : IJobEntity
{
    public EntityCommandBuffer.ParallelWriter EcbParallel;

    void Execute([ChunkIndexInQuery] int chunkIndex, Entity entity, in LocalTransform t)
    {
        if (t.Position.y < 0f)
            EcbParallel.DestroyEntity(chunkIndex, entity);
    }
}

Read the full file on GitHub · 130 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 · 130 lines · 82 tokens per session scan A 9110fb7b0e76

Subscribe to this mod's changes

dots-ecb-orchestration is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 82 tokens to every session and 1,620 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.

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