ecs-fundamentals-transformusageflags

ecs-fundamentals-transformusageflags is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 140 tokens per session (2,510 once invoked), scanned A, original, MIT.

A Unity Entities guide for choosing TransformUsageFlags when a Baker turns authoring data into runtime entities. These flags tell Unity which transform data an entity needs, such as whether it moves or is rendered.

In plain words
What is it for?
It helps select flags in every Baker GetEntity call, review transform memory use, and design systems that control entity transforms.
Why use it?
It prevents entities from receiving unnecessary transform components or missing required behaviour, which can waste memory or cause incorrect runtime results.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit It helps select flags in every Baker GetEntity call, review transform memory use, and design systems that control entity transforms.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/ecs-fundamentals-transformusageflags
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 ecs-fundamentals-transformusageflags
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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Per session 140 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,510 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 $0.00140 $0.02510
Opus 5.5 $0.00056 $0.01004
Sonnet 5.5 $0.00028 $0.00502
Haiku 4.5 $0.00014 $0.00251

Measured 11d ago against content hash 3237b511561d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ecs-fundamentals-transformusageflags 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/ecs-fundamentals-transformusageflags/SKILL.md · 188 lines

How it starts

The opening of the file, as written. The whole thing — 188 lines — stays where its author put it; the contents beside it link to each section on GitHub.

TransformUsageFlags — Senior Patterns

Every GetEntity() call in a Baker<T> takes a TransformUsageFlags. The choice is silent — pick wrong, no exception, just wrong behavior or wasted memory. At small scale it doesn't matter; at thousands of entities, it's the difference between a clean archetype layout and chunks bloated with LocalTransform and Parent components on entities that never move.

Intent

Make the transform-component footprint of each baked entity exactly match its runtime needs — no more, no less — so TransformSystemGroup only processes the entities that actually need processing.

Use when

  • Writing any Baker<T> — every GetEntity() requires a flag choice. There is no "default" the system picks for you.
  • Auditing archetype memory: oversized chunks frequently trace back to unnecessary TransformUsageFlags.Dynamic on config or tag entities.
  • Designing a custom transform-driving system that overrides the default math.
  • Reviewing a Baker — flag selection is a code-review item, not a "looks fine" detail.

Avoid when

There is no "avoid" case — the choice is mandatory at every GetEntity(). The skill is picking the right value, not deciding whether to pick at all.

The four values, at senior level

Flag Components baked When
None No LocalTransform, no LocalToWorld, no Parent Config singletons, registries, manager entities, anything without a world position
Renderable LocalToWorld only Static visuals — rendered in world space but never move or reparent at runtime
Dynamic Full transform set (LocalTransform + LocalToWorld + Parent plumbing as needed) Anything that moves, rotates, scales, or reparents at runtime
ManualOverride None baked by the system — you opt out of the default transform stack and own LocalToWorld writes yourself Custom transform systems, GPU-driven instancing, special-case math

Senior pattern — picking the flag

public class EnemyAuthoring : MonoBehaviour
{
    public float Speed;

    class Baker : Baker<EnemyAuthoring>
    {
        public override void Bake(EnemyAuthoring a)
        {
            // Enemies move — Dynamic.
            var e = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(e, new EnemyTag());
            AddComponent(e, new MoveSpeed { Value = a.Speed });
        }
    }
}

public class GameConfigAuthoring : MonoBehaviour
{
    public float Gravity;

    class Baker : Baker<GameConfigAuthoring>
    {
        public override void Bake(GameConfigAuthoring a)
        {
            // Config singleton — no position, no transform components.
            var e = GetEntity(TransformUsageFlags.None);
            AddComponent(e, new GameConfig { Gravity = a.Gravity });
        }
    }
}

public class StaticDecorationAuthoring : MonoBehaviour
{
    class Baker : Baker<StaticDecorationAuthoring>
    {
        public override void Bake(StaticDecorationAuthoring a)
        {
            // Rendered in world space, never moves — Renderable.
            var e = GetEntity(TransformUsageFlags.Renderable);
            // ...
        }
    }
}

Read the full file on GitHub · 188 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 · 188 lines · 140 tokens per session scan A 3237b511561d

Subscribe to this mod's changes

ecs-fundamentals-transformusageflags is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 140 tokens to every session and 2,510 once invoked, about $0.0006 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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