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 ecb-manual-immediategit 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/ecb-manual-immediate)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecb-manual-immediate"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-manual-immediate/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/ecb-manual-immediate"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-manual-immediate.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 | $0.00045 | $0.00753 |
| Opus 5.5 | $0.00018 | $0.00301 |
| Sonnet 5.5 | $0.00009 | $0.00151 |
| Haiku 4.5 | $0.00005 | $0.00075 |
Grade A, and why
ecb-manual-immediate 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 — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECB Manual Immediate Playback
Intent
Create an ECB inline within a single OnUpdate, play it back immediately, and dispose it — for cases where the structural change must be visible within the same system update without waiting for an ECBSystem boundary.
Use When
One-shot initialisation systems. Cleanup after spawn (destroy the trigger entity immediately). Any scenario where a one-frame delay from an ECBSystem is semantically incorrect.
Avoid When
The structural change happens inside a ScheduleParallel job — manual ECBs are not thread-safe without AsParallelWriter. Avoid for recurring per-frame operations — manual ECB allocation has more overhead than reusing an ECBSystem's pre-allocated buffer.
Senior Pattern
var ecb = new EntityCommandBuffer(Allocator.Temp)— cheapest allocator for within-frame use.- Record commands during main-thread iteration (SystemAPI.Query foreach is safe for recording — structural changes happen at Playback, not during recording).
ecb.Playback(state.EntityManager)— executes all recorded structural changes immediately.- Allocator.Temp is automatically reclaimed at end of frame — no explicit Dispose needed, but calling it is harmless.
- Pair with
state.Enabled = falsefor one-shot init systems that must never run again.
Code Template
[BurstCompile]
public partial struct SpawnAndCleanupSystem : ISystem
{
public void OnCreate(ref SystemState state)
=> state.RequireForUpdate<SpawnTrigger>();
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (trigger, entity) in
SystemAPI.Query<RefRO<SpawnTrigger>>().WithEntityAccess())
{
for (int i = 0; i < trigger.ValueRO.Count; i++)
{
var spawned = ecb.Instantiate(trigger.ValueRO.Prefab);
ecb.SetComponent(spawned, LocalTransform.FromPosition(
trigger.ValueRO.Origin + new float3(i, 0, 0)));
}
ecb.DestroyEntity(entity); // remove the trigger
}
ecb.Playback(state.EntityManager);
// state.Enabled = false; // uncomment for true one-shot systems
}
}
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 · 76 lines · 45 tokens per session scan A bc13aa921098
ecb-manual-immediate is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 753 once invoked, about $0.0002 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.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.