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 enableable-componentgit 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/enableable-component)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/enableable-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/enableable-component/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/enableable-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/enableable-component.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 | $0.00030 | $0.00963 |
| Opus 5.5 | $0.00012 | $0.00385 |
| Sonnet 5.5 | $0.00006 | $0.00193 |
| Haiku 4.5 | $0.00003 | $0.00096 |
Grade A, and why
enableable-component 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 — 93 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Enableable Component
Intent
Toggle a component's active state without archetype migration, preserving component data while excluding the entity from standard queries until re-enabled.
Use When
Component state that toggles at moderate-to-high frequency (sleeping/awake, visible/invisible, stunned/active). More efficient than AddComponent/RemoveComponent for toggle patterns.
Avoid When
The state rarely changes (once at spawn or never) — structural change (add/remove) is more readable and has negligible cost at low frequency. Avoid when the disabled component's value should be reset on re-enable — enableable components preserve the last value.
Senior Pattern
- Component implements both
IComponentDataandIEnableableComponent. - Query sees only enabled entities by default. To iterate all (enabled and disabled):
.WithOptions(EntityQueryOptions.IgnoreComponentEnabledState). - Read/write enable state via
EnabledRefRW<T>orEnabledRefRO<T>in a query. - From a job without ECB: set
enabledRef.ValueRW = falsedirectly (safe in IJobEntity). - From a parallel job via ECB:
ecb.SetComponentEnabled<T>(chunkIndex, entity, false)with sort key.
Code Template
public struct Sleeping : IComponentData, IEnableableComponent
{
public float WakeTimer;
}
// Toggle from main thread:
foreach (var (sleeping, entity) in
SystemAPI.Query<EnabledRefRW<Sleeping>>()
.WithOptions(EntityQueryOptions.IgnoreComponentEnabledState)
.WithEntityAccess())
{
sleeping.ValueRW = ShouldBeAsleep(entity);
}
// Toggle from IJobEntity:
partial struct WakeJob : IJobEntity
{
public float CurrentTime;
void Execute(ref Sleeping sleeping, EnabledRefRW<Sleeping> sleepingEnabled)
{
if (CurrentTime >= sleeping.WakeTimer)
sleepingEnabled.ValueRW = false; // disable = entity is no longer sleeping
}
}
Query Filter Semantics (IEnableableComponent)
WithAll<T>()— present AND enabledWithDisabled<T>()— present AND disabledWithNone<T>()— absent entirely (structural; do NOT use to filter disabled entities)WithPresent<T>()— present regardless of enabled bit (enabled OR disabled)IgnoreComponentEnabledState— all entities regardless of bit
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 · 93 lines · 30 tokens per session scan A ca1e6c8cbc47
enableable-component is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 30 tokens to every session and 963 once invoked, about $0.0001 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.
Other skills, from other repositories
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Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
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unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.