dots-entity-lifecycle

dots-entity-lifecycle is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 67 tokens per session (1,680 once invoked), scanned A, original, MIT.

A Unity ECS guide to safely creating and destroying entities and cleaning up related data. It explains that an entity is a data handle rather than a regular object with an automatic destruction callback.

In plain words
What is it for?
Use it when destroying entities, deferring structural changes, checking whether referenced entities still exist, or keeping cleanup data until a later teardown phase.
Why use it?
It prevents invalid references, unsafe changes during iteration, and cleanup code running at the wrong time.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when destroying entities, deferring structural changes, checking whether referenced entities still exist, or keeping cleanup data until a later teardown phase.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/dots-entity-lifecycle
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-entity-lifecycle
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-entity-lifecycle

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-entity-lifecycle/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-entity-lifecycle)
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-entity-lifecycle

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-entity-lifecycle"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-entity-lifecycle.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,680 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 $0.00067 $0.01680
Opus 5.5 $0.00027 $0.00672
Sonnet 5.5 $0.00013 $0.00336
Haiku 4.5 $0.00007 $0.00168

Measured 11d ago against content hash d9bc744f6ace, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

dots-entity-lifecycle 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-entity-lifecycle/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Entity Lifecycle — Senior Patterns

Entities are not GameObjects. There is no OnDestroy callback to do cleanup. Destruction is structural, can invalidate active queries, and any other entity holding the Entity value still has it — it's a generation-tagged handle, not a managed reference. Two-phase teardown via ICleanupComponentData is the senior tool for "run cleanup before this entity actually disappears."

Intent

Make entity creation and destruction explicit, deferred, and survivable across the systems that read the same state.

The three lifecycle rules

  1. Never make a structural change inside the query you're iterating. Use an ECB to record DestroyEntity / AddComponent / RemoveComponent, then let the ECB system play it back.
  2. An Entity value outlives the entity. Validate with EntityManager.Exists(entity) (or SystemAPI.HasComponent<T>(entity)) before dereferencing.
  3. Cleanup needs explicit components. ICleanupComponentData keeps the entity alive after DestroyEntity is called, until you remove the cleanup component.

Senior pattern — destroy via ECB during iteration

public partial struct FallAndDestroySystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state) {
        state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>();
    }

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

        var dropPerFrame = new float3(0, -SystemAPI.Time.DeltaTime * 5f, 0);

        foreach (var (transform, entity) in
                 SystemAPI.Query<RefRW<LocalTransform>>().WithEntityAccess())
        {
            transform.ValueRW.Position += dropPerFrame;
            if (transform.ValueRO.Position.y < 0)
            {
                // Structural change during iteration would invalidate the query.
                // Record the intent; playback happens AFTER OnUpdate.
                ecb.DestroyEntity(entity);
            }
        }
    }
}

Read the full file on GitHub · 151 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 · 151 lines · 67 tokens per session scan A d9bc744f6ace

Subscribe to this mod's changes

dots-entity-lifecycle is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 67 tokens to every session and 1,680 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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