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 ecs-fundamentals-isystem-defaultgit 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/ecs-fundamentals-isystem-default)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecs-fundamentals-isystem-default"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecs-fundamentals-isystem-default/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/ecs-fundamentals-isystem-default"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecs-fundamentals-isystem-default.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 | $0.00117 | $0.02471 |
| Opus 5.5 | $0.00047 | $0.00988 |
| Sonnet 5.5 | $0.00023 | $0.00494 |
| Haiku 4.5 | $0.00012 | $0.00247 |
Grade A, and why
ecs-fundamentals-isystem-default 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 — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ISystem vs SystemBase — Senior Patterns
Entities 1.x gives two system base types: ISystem (unmanaged value-type system, Burst-compatible) and SystemBase (managed class). They look interchangeable in a tutorial, but at scale the choice decides whether a system is on the hot path or a frame-time anchor. Default to ISystem. Pick SystemBase deliberately and document why.
Intent
Treat ISystem as the default execution model for runtime systems so Burst, zero-GC operation, and predictable scheduling are the default — not an opt-in that gets forgotten.
Use when
- Authoring any new runtime system in Entities 1.x. There is no scenario where "I'll write a
SystemBasebecause it feels like normal C#" is the right answer in production code. - The system body can be expressed without managed references (no
Animator,Toggle,AudioSource,GameObject,stringinterpolation,List<T>,Dictionary<,>). - You want
[BurstCompile]onOnCreate/OnUpdate— i.e. the typical case. - Entity counts at runtime are anything above "a handful" — per-system managed allocation in
SystemBasecompounds across systems and shows up as steady GC pressure.
Avoid when
- The system genuinely must hold managed references as fields (a live
Animator, a UnityToggle, anAudioSource, aMonoBehaviourit talks to). ISystem structs cannot hold managed fields safely. - The system needs coroutines,
async/awaiton the system class itself, or other managed orchestration that ISystem's value-type lifetime can't carry. - You're writing throwaway editor scaffolding where Burst friction outweighs the win — but flag it as scaffolding and delete it before shipping.
In all three cases the right move is a small SystemBase with a one-line comment explaining why ISystem doesn't fit, sitting adjacent to ISystem peers in the same system group.
Senior pattern
using Unity.Burst;
using Unity.Entities;
[BurstCompile]
public partial struct FooSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// The prerequisite contract for this system. See entity-query-patterns-requireforupdate-gating.
state.RequireForUpdate<FooConfig>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var config = SystemAPI.GetSingleton<FooConfig>();
// ... unmanaged work, jobs, ECB usage, etc.
}
}
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 · 131 lines · 117 tokens per session scan A 829301b457c0
ecs-fundamentals-isystem-default is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 117 tokens to every session and 2,471 once invoked, about $0.0005 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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