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-systemapi-querygit 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-systemapi-query)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/entity-query-patterns-systemapi-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/entity-query-patterns-systemapi-query/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-systemapi-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/entity-query-patterns-systemapi-query.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 | $0.00133 | $0.02479 |
| Opus 5.5 | $0.00053 | $0.00992 |
| Sonnet 5.5 | $0.00027 | $0.00496 |
| Haiku 4.5 | $0.00013 | $0.00248 |
Grade A, and why
entity-query-patterns-systemapi-query 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 — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SystemAPI.Query Patterns — Senior Patterns
SystemAPI.Query<...>() with foreach is the senior default for main-thread iteration in ISystem. It's source-generated into a tight archetype-chunk loop, expresses read/write intent at the type level, and composes cleanly with .WithAll / .WithNone / .WithAny / .WithEntityAccess. It is not a substitute for IJobEntity at scale — but for the bulk of gameplay systems it's the right tool, and the discipline it enforces around access intent pays off across the rest of the codebase.
Intent
Iterate entities on the main thread with explicit read/write intent, archetype-chunk-aware iteration, and zero allocation — so the system is fast, readable, and gives the scheduler the information it needs to parallelize adjacent jobs.
Use when
- Main-thread per-entity work in
OnUpdatethat doesn't justify the cost of scheduling a job. Scheduling a job has overhead; for a few hundred entities with a simple body,SystemAPI.Queryis faster end-to-end. - The work touches managed objects (so a Burst job can't be used) but you still want chunk-iteration efficiency.
- The body is small and obvious — the kind of thing where reading the foreach is faster than reading an
IJobEntitydeclaration. - The system also does main-thread setup work (singleton read, ECB acquisition) — folding the iteration into the same method keeps the system file short.
Avoid when
- Entity counts are large (thousands+) and the body is non-trivial. Promote to
IJobEntity.ScheduleParallel— the main-thread ceiling here is real and shows up as a frame-time anchor. - The body needs to mutate archetypes (
AddComponent,RemoveComponent,DestroyEntity, structural moves). You cannot callEntityManagermutators inside the foreach — the enumerator becomes invalid. Use an ECB (seedots-ecb-orchestration). - You need chunk-level optimizations:
DidChangeon the chunk, raw pointer iteration, version-filtered chunks. Drop toIJobChunkfor that. - The body is so trivial that even main-thread iteration is wasted — consider whether a singleton or an enableable component flip would solve it without per-entity work at all.
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 · 145 lines · 133 tokens per session scan A bbcaafc654bd
entity-query-patterns-systemapi-query is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 133 tokens to every session and 2,479 once invoked, about $0.0005 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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