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 entity-command-buffergit 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/entity-command-buffer)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/entity-command-buffer"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/entity-command-buffer/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/entity-command-buffer"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/entity-command-buffer.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 | $0.00040 | $0.00913 |
| Opus 5.5 | $0.00016 | $0.00365 |
| Sonnet 5.5 | $0.00008 | $0.00183 |
| Haiku 4.5 | $0.00004 | $0.00091 |
Grade A, and why
entity-command-buffer 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 — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Entity Command Buffer
Intent
Record structural changes (AddComponent, RemoveComponent, Instantiate, DestroyEntity) during job execution or entity iteration, then play them back safely on the main thread after the frame boundary.
Use When
Any structural change needed inside a job or while iterating entities. Use BeginSimulationEntityCommandBufferSystem for standard playback timing. Use Allocator.Temp ECB only for immediate same-frame playback on the main thread.
Avoid When
The change is a component value mutation, not a structural change — write directly via RefRW. Avoid creating per-system manual ECBs when BeginSimulationEntityCommandBufferSystem covers the timing.
Senior Pattern
- Get ECB singleton from the appropriate ECB system:
SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged). - For parallel jobs: use
ecb.AsParallelWriter()and pass[ChunkIndexInQuery] int chunkIndexas the sort key to Execute. - For main-thread same-frame use:
new EntityCommandBuffer(Allocator.Temp), call Playback, then Dispose. - Commands are replayed in sort-key order — deterministic across parallel workers.
Code Template
// From a parallel job:
[BurstCompile]
partial struct SpawnJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter Ecb;
public Entity Prefab;
void Execute([ChunkIndexInQuery] int chunkIndex, in SpawnRequest request)
{
var e = Ecb.Instantiate(chunkIndex, Prefab);
Ecb.SetComponent(chunkIndex, e, new LocalTransform
{
Position = request.Position,
Rotation = quaternion.identity,
Scale = 1f
});
}
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
state.Dependency = new SpawnJob
{
Ecb = ecb.AsParallelWriter(),
Prefab = SystemAPI.GetSingleton<SpawnConfig>().Prefab
}.ScheduleParallel(state.Dependency);
}
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 · 90 lines · 40 tokens per session scan A e8d97cb2eeed
entity-command-buffer is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 40 tokens to every session and 913 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.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
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
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
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.