dots-enableable-components

dots-enableable-components is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 77 tokens per session (1,487 once invoked), scanned A, original, MIT.

A Unity ECS guide for representing frequently changing state as an enabled or disabled component. Unity ECS is Unity's data-oriented system for processing groups of entities efficiently.

In plain words
What is it for?
Use it for often-changing flags such as cooldowns, dirty state, or alive/dead state. It explains how enabled components affect queries and how jobs can toggle them.
Why use it?
Toggling a component avoids the larger data rearrangement caused by repeatedly adding and removing it from an entity.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for often-changing flags such as cooldowns, dirty state, or alive/dead state. It explains how enabled components affect queries and how jobs can toggle them.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/dots-enableable-components
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-enableable-components
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 dots-enableable-components

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-enableable-components/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-enableable-components)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-enableable-components"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-enableable-components/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 dots-enableable-components

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-enableable-components"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-enableable-components.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,487 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 $0.00077 $0.01487
Opus 5.5 $0.00031 $0.00595
Sonnet 5.5 $0.00015 $0.00297
Haiku 4.5 $0.00008 $0.00149

Measured 11d ago against content hash e5067c100532, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

dots-enableable-components 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-enableable-components/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.

Enableable Components — Senior Patterns

IEnableableComponent lets you toggle a component on/off without a structural change. No archetype move, no chunk shuffle, no ECB playback. For state that flips often, this is the difference between a 0.05ms system and a 5ms system.

Intent

Model boolean state that changes faster than once per second as an enabled/disabled bit on a present component, not as add/remove of a tag.

Decision rule (memorize this)

Toggle frequency Pattern
Once per entity lifetime Add at bake, never toggle — plain IComponentData tag
Rare (once per scene, once per quest stage) Structural add/remove via ECB
Frequent (per-second, per-frame, per-hit) IEnableableComponent — toggle the bit

Cost model: structural change costs archetype move (potentially copying every component on the entity to a different chunk). Enableable toggle costs one bit flip in the chunk's enabled-mask. At any scale above "occasional" the bit wins by orders of magnitude.

Senior pattern

// Component: just an empty struct or one with payload, marked IEnableableComponent.
public struct Spin : IComponentData, IEnableableComponent
{
    public float RadiansPerSecond;
}

public partial struct SpinSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var dt = SystemAPI.Time.DeltaTime;

        // Default query semantics: only entities whose Spin is ENABLED match.
        foreach (var (transform, spin) in
                 SystemAPI.Query<RefRW<LocalTransform>, RefRO<Spin>>())
        {
            transform.ValueRW = transform.ValueRO.RotateY(
                spin.ValueRO.RadiansPerSecond * dt);
        }
    }
}

// Toggling the bit from a job: use EnabledRefRW<T>, not AddComponent/RemoveComponent.
[BurstCompile]
partial struct TogglerJob : IJobEntity
{
    void Execute(EnabledRefRW<Spin> spinEnabled, in HealthComponent hp)
    {
        spinEnabled.ValueRW = hp.Current > 0;
    }
}

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 · 77 tokens per session scan A e5067c100532

Subscribe to this mod's changes

dots-enableable-components is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 77 tokens to every session and 1,487 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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