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-entity-lifecyclegit 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-entity-lifecycle)<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/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-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>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 | $0.00067 | $0.01680 |
| Opus 5.5 | $0.00027 | $0.00672 |
| Sonnet 5.5 | $0.00013 | $0.00336 |
| Haiku 4.5 | $0.00007 | $0.00168 |
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.
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
- 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. - An
Entityvalue outlives the entity. Validate withEntityManager.Exists(entity)(orSystemAPI.HasComponent<T>(entity)) before dereferencing. - Cleanup needs explicit components.
ICleanupComponentDatakeeps the entity alive afterDestroyEntityis 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);
}
}
}
}
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 · 151 lines · 67 tokens per session scan A d9bc744f6ace
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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