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-query-patterns-requireforupdate-gatinggit 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-query-patterns-requireforupdate-gating)<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/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-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>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 | $0.00153 | $0.02322 |
| Opus 5.5 | $0.00061 | $0.00929 |
| Sonnet 5.5 | $0.00031 | $0.00464 |
| Haiku 4.5 | $0.00015 | $0.00232 |
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.
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 —
RequireForUpdatecalls 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
WorldLoadedTagor similar. - The prerequisite is "any entity matching a complex query" (e.g. "at least one entity with both
DamagedandEnabled"). Use thestate.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
}
}
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 · 156 lines · 153 tokens per session scan A dc6f5df24ee7
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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