ecb-system-timing

ecb-system-timing is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 39 tokens per session (784 once invoked), scanned A, original, MIT.

A guide for choosing when Unity Entity Command Buffer changes should play back at the start or end of a simulation update. It also shows how to prevent a system from running when the required command-buffer service is unavailable.

In plain words
What is it for?
Use it when selecting BeginSimulation or EndSimulation playback, declaring the required ECB system, and handling deferred entity changes in standard Unity worlds.
Why use it?
It helps prevent structural changes from becoming visible too early, too late, or not at all.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when selecting BeginSimulation or EndSimulation playback, declaring the required ECB system, and handling deferred entity changes in standard Unity worlds.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/ecb-system-timing
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 ecb-system-timing
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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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.

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Your own site · 80×15
<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>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 784 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 $0.00039 $0.00784
Opus 5.5 $0.00016 $0.00314
Sonnet 5.5 $0.00008 $0.00157
Haiku 4.5 $0.00004 $0.00078

Measured 11d ago against content hash ce19744d8094, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/ecb-system-timing/SKILL.md · 78 lines

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);
        }
    }
}

Read the full file on GitHub · 78 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 · 78 lines · 39 tokens per session scan A ce19744d8094

Subscribe to this mod's changes

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.