entity-query-patterns-requireforupdate-gating

entity-query-patterns-requireforupdate-gating is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 153 tokens per session (2,322 once invoked), scanned A, original, MIT.

A Unity DOTS coding convention for making a system run only when its required data or feature flag exists. Unity DOTS is Unity's data-oriented programming framework for processing game data in systems.

In plain words
What is it for?
Use it when writing systems that depend on configuration, input, baked content, or other singleton data.
Why use it?
It prevents systems from running before their data is ready, which can cause errors during scene loading or baking.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when writing systems that depend on configuration, input, baked content, or other singleton data.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/entity-query-patterns-requireforupdate-gating
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 entity-query-patterns-requireforupdate-gating
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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<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/entity-query-patterns-requireforupdate-gating"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/entity-query-patterns-requireforupdate-gating.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 153 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,322 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 $0.00153 $0.02322
Opus 5.5 $0.00061 $0.00929
Sonnet 5.5 $0.00031 $0.00464
Haiku 4.5 $0.00015 $0.00232

Measured 11d ago against content hash dc6f5df24ee7, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

entity-query-patterns-requireforupdate-gating 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/entity-query-patterns-requireforupdate-gating/SKILL.md · 156 lines

How it starts

The opening of the file, as written. The whole thing — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RequireForUpdate Gating — Senior Patterns

state.RequireForUpdate<T>() is the contract that says "this system has nothing to do until T exists in the world". When the contract isn't satisfied, the entire system is skipped — OnUpdate is not called, the scheduler doesn't even traverse it. This is strictly better than guarding inside OnUpdate, and it's the only correct guard against the first-frame race with subscene baking.

Intent

Make every system's prerequisites explicit, AND-combined at OnCreate, and free at runtime — so the system runs exactly when it has work to do, and never throws on a half-initialized world.

Use when

  • Authoring any system. As a convention, every system declares at least one RequireForUpdate — the list is the system's prerequisite contract. A system with no gate is a system that "runs every frame regardless of state", which is almost never what you actually mean.
  • A system depends on a singleton existing (config, registry, input, prefab table). Without the gate, the first frame can fire before subscene baking finishes and GetSingleton<T>() throws.
  • A system should only run when a feature is enabled. Bake an empty tag from an authoring toggle; gate the system on it. Toggling the authoring bool disables the entire feature with zero runtime overhead.
  • A system needs multiple prerequisites — RequireForUpdate calls compose with AND semantics.

Avoid when

  • The system genuinely must run every frame regardless of world state. Rare in practice — usually the right gate is "until the world is loaded" via a WorldLoadedTag or similar.
  • The prerequisite is "any entity matching a complex query" (e.g. "at least one entity with both Damaged and Enabled"). Use the state.RequireForUpdate(query) overload, not the generic — see below.

Senior pattern — generic gates

using Unity.Burst;
using Unity.Entities;

[BurstCompile]
public partial struct CombatSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        // Multiple RequireForUpdate calls AND together — system runs only when ALL satisfied.
        state.RequireForUpdate<GameConfig>();         // singleton must exist
        state.RequireForUpdate<EnableCombatFeature>(); // feature flag tag must exist
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var config = SystemAPI.GetSingleton<GameConfig>();
        // ... combat logic
    }
}

Read the full file on GitHub · 156 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 · 156 lines · 153 tokens per session scan A dc6f5df24ee7

Subscribe to this mod's changes

entity-query-patterns-requireforupdate-gating is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 153 tokens to every session and 2,322 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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