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-system-timinggit 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-system-timing)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecb-system-timing"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-system-timing/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-system-timing"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-system-timing.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 | $0.00039 | $0.00784 |
| Opus 5.5 | $0.00016 | $0.00314 |
| Sonnet 5.5 | $0.00008 | $0.00157 |
| Haiku 4.5 | $0.00004 | $0.00078 |
Grade A, and why
ecb-system-timing 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 — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECB System Timing — Begin vs End Simulation
Intent
Select the correct ECBSystem playback boundary (BeginSimulation vs EndSimulation) based on when the structural change result must be visible, and guard both with RequireForUpdate.
Use When
Any system that needs deferred structural changes and can tolerate a one-frame-boundary delay. The standard choice for all production ECB usage.
Avoid When
The structural change must be visible within the same system update — use a manual ECB (Allocator.Temp) with explicit Playback instead. Avoid when running in a custom World without standard ECBSystems — check with RequireForUpdate first.
Senior Pattern
- In OnCreate:
state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>()— both a safety guard and a dependency declaration. - In OnUpdate:
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>(); var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged); - BeginSimulation playback: runs before SimulationSystemGroup — structural changes are visible to all simulation systems in the current frame.
- EndSimulation playback: runs after SimulationSystemGroup — structural changes are visible from the next frame's simulation.
- Never cache the ECB reference across frames — the ECBSystem's internal buffer is reset after playback.
Code Template
[BurstCompile]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct EnemyDestroySystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<BeginSimulationEntityCommandBufferSystem.Singleton>();
state.RequireForUpdate<EnemyTag>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = SystemAPI
.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var (health, entity) in
SystemAPI.Query<RefRO<Health>>().WithEntityAccess())
{
if (health.ValueRO.Current <= 0)
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 · 78 lines · 39 tokens per session scan A ce19744d8094
ecb-system-timing is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 784 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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