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-multiplaybackgit 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-multiplayback)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecb-multiplayback"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-multiplayback/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-multiplayback"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-multiplayback.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 | $0.00042 | $0.00654 |
| Opus 5.5 | $0.00017 | $0.00262 |
| Sonnet 5.5 | $0.00008 | $0.00131 |
| Haiku 4.5 | $0.00004 | $0.00065 |
Grade A, and why
ecb-multiplayback 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECB MultiPlayback — Reusable Command Buffers
Intent
Create a reusable ECB with PlaybackPolicy.MultiPlayback that can be played back multiple times — for streaming scenarios where the same entity creation sequence must execute on every subscene load.
Use When
Subscene streaming systems that must replay a fixed set of entity creation commands each time a section loads. Any pattern where an ECB is serialised into a component and replayed on demand.
Avoid When
The ECB is only played back once — SinglePlayback (the default) is sufficient and cheaper. Avoid Allocator.Temp or TempJob for MultiPlayback ECBs — they must use Allocator.Persistent.
Senior Pattern
new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback)— persistent lifetime, multi-replay safe.- Store the ECB in a component field (e.g.,
struct PostLoadCommandBuffer : IComponentData { public EntityCommandBuffer CommandBuffer; }). - Call
ecb.Playback(entityManager)on each subscene load event. - Dispose the ECB explicitly when the owning entity is destroyed (OnDestroy hook or cleanup system).
Code Template
public struct SectionPostLoadCommands : IComponentData
{
public EntityCommandBuffer CommandBuffer;
}
// At bake time or init: create the reusable ECB
var ecb = new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback);
var setupEntity = ecb.CreateEntity();
ecb.AddComponent(setupEntity, new SectionConfig { TileOffset = offset });
state.EntityManager.AddComponentData(sectionEntity,
new SectionPostLoadCommands { CommandBuffer = ecb });
// On each section load:
var commands = SystemAPI.GetComponent<SectionPostLoadCommands>(sectionEntity);
commands.CommandBuffer.Playback(state.EntityManager);
// On section unload / entity destroy:
commands.CommandBuffer.Dispose();
Anti-Patterns
- Using PlaybackPolicy.SinglePlayback (default) and calling Playback twice — second call throws a safety exception.
- Using Allocator.Temp or TempJob with MultiPlayback — the ECB is freed before the second playback.
- Forgetting to Dispose a Persistent ECB — memory leak that persists until world destruction.
- Using MultiPlayback for a single-use ECB — unnecessary overhead and complexity.
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 · 67 lines · 42 tokens per session scan A 4377668d76c4
ecb-multiplayback is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 654 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.
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