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-spawning-patternsgit 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-spawning-patterns)<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.
<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>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 | $0.00071 | $0.01756 |
| Opus 5.5 | $0.00028 | $0.00702 |
| Sonnet 5.5 | $0.00014 | $0.00351 |
| Haiku 4.5 | $0.00007 | $0.00176 |
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.
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));
}
}
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 · 170 lines · 71 tokens per session scan A ac697a10a258
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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