dots-spawning-patterns

dots-spawning-patterns is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 71 tokens per session (1,756 once invoked), scanned A, original, MIT.

A Unity ECS guide to creating many entities from a prefab entity, including deferred creation from jobs and repeatable random choices. An entity is a data-based game object, while a prefab is a reusable template.

In plain words
What is it for?
Use it for enemy waves, projectiles, particle-like entities, and other systems that create many copies of a prefab. It also covers waiting for required setup before spawning.
Why use it?
It provides a consistent approach for bulk creation without putting all spawning work into unsafe job code or relying on non-repeatable random behavior.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for enemy waves, projectiles, particle-like entities, and other systems that create many copies of a prefab. It also covers waiting for required setup before spawning.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/dots-spawning-patterns
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-spawning-patterns
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-spawning-patterns

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

agentmods 80×15 button for dots-spawning-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/dots-spawning-patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/dots-spawning-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,756 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 $0.00071 $0.01756
Opus 5.5 $0.00028 $0.00702
Sonnet 5.5 $0.00014 $0.00351
Haiku 4.5 $0.00007 $0.00176

Measured 11d ago against content hash ac697a10a258, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

dots-spawning-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.

.claude/skills/unity-dots/dots-spawning-patterns/SKILL.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Spawning Patterns — Senior Patterns

Spawning N entities efficiently is the difference between a 60fps shooter and a 6fps slideshow. The correct pattern is batched Instantiate from a baked prefab Entity, recorded into an ECB when called from a job, with a deterministic seed.

Intent

Create entities in bulk, deterministically, without main-thread cost in hot paths.

Senior pattern — main-thread spawner (one batch per trigger)

public partial struct SpawnSystem : ISystem
{
    uint m_UpdateCounter;

    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        // Don't run until a Spawner singleton exists (set by baking).
        state.RequireForUpdate<Spawner>();
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var spinningCubesQuery = SystemAPI.QueryBuilder().WithAll<RotationSpeed>().Build();

        // Only spawn when none exist — bursty, not per-frame.
        if (!spinningCubesQuery.IsEmpty) return;

        var prefab = SystemAPI.GetSingleton<Spawner>().Prefab;

        // Batched: instantiate 500 in one call, return a temp NativeArray of entities.
        var instances = state.EntityManager.Instantiate(prefab, 500, Allocator.Temp);

        // Deterministic random: CreateFromIndex hashes the seed so consecutive
        // seeds don't produce visually-similar results.
        var rng = Random.CreateFromIndex(m_UpdateCounter++);

        foreach (var entity in instances)
        {
            var transform = SystemAPI.GetComponentRW<LocalTransform>(entity);
            transform.ValueRW.Position = (rng.NextFloat3() - new float3(0.5f, 0, 0.5f)) * 20f;
        }
        // Allocator.Temp auto-frees at end of frame. No manual Dispose.
    }
}

Senior pattern — spawn from inside a parallel job

When spawn cadence depends on per-entity state (e.g. each turret fires when its cooldown expires):

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

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

        new FireJob {
            Ecb = ecb,
            Prefab = prefab,
            Dt = SystemAPI.Time.DeltaTime,
        }.ScheduleParallel();
    }
}

[BurstCompile]
partial struct FireJob : IJobEntity
{
    public EntityCommandBuffer.ParallelWriter Ecb;
    public Entity Prefab;
    public float Dt;

    void Execute([ChunkIndexInQuery] int chunkIndex,
                 ref TurretCooldown cd,
                 in LocalTransform t)
    {
        cd.TimeLeft -= Dt;
        if (cd.TimeLeft > 0) return;
        cd.TimeLeft = cd.Interval;

        // Record the spawn; ECB plays back next frame.
        var bullet = Ecb.Instantiate(chunkIndex, Prefab);
        Ecb.SetComponent(chunkIndex, bullet, LocalTransform.FromPosition(t.Position));
    }
}

Read the full file on GitHub · 170 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 · 170 lines · 71 tokens per session scan A ac697a10a258

Subscribe to this mod's changes

dots-spawning-patterns is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 71 tokens to every session and 1,756 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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