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 icleanupcomponentdata-runtimegit 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/icleanupcomponentdata-runtime)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/icleanupcomponentdata-runtime"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/icleanupcomponentdata-runtime/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/icleanupcomponentdata-runtime"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/icleanupcomponentdata-runtime.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 | $0.00945 |
| Opus 5.5 | $0.00016 | $0.00378 |
| Sonnet 5.5 | $0.00008 | $0.00189 |
| Haiku 4.5 | $0.00004 | $0.00094 |
Grade A, and why
icleanupcomponentdata-runtime 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 — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ICleanupComponentData — Runtime Entity Lifecycle
Intent
React to entity destruction at runtime by attaching a cleanup component that survives DestroyEntity, allowing a system to detect destroyed entities, release associated resources, and finalise true removal.
Use When
An entity owns external resources (GPU buffers, physics bodies, audio instances, spatial index entries, registry slots) that must be explicitly released when the entity is destroyed. Any system that needs an "on-destroy" callback pattern.
Avoid When
The entity has no associated resources requiring cleanup — cleanup components add chunk overhead for entities that don't need them. Do not use in the baking world without [BakingType] (see [[baking-type-cleanup-component]] for baking lifecycle tracking).
Senior Pattern
- Declare
public struct MyCleanup : ICleanupComponentData { /* resource handles */ }. - A setup system adds MyCleanup to entities when they are created (or when the resource is acquired).
- DestroyEntity removes all non-cleanup components but keeps MyCleanup — the entity persists in a "tombstone" state.
- Cleanup system query:
.WithAll<MyCleanup>().WithNone<MyMainComponent>()— matches only destroyed entities. - Cleanup system: releases resource, then
ecb.RemoveComponent<MyCleanup>(entity)— triggers true entity destruction.
Code Template
public struct AudioInstanceCleanup : ICleanupComponentData
{
public int AudioHandle;
}
// Setup system — adds cleanup when audio entity is created
[BurstCompile]
public partial struct AudioSetupSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
var ecb = SystemAPI
.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var (audio, entity) in
SystemAPI.Query<RefRO<AudioSource>>()
.WithNone<AudioInstanceCleanup>()
.WithEntityAccess())
{
int handle = AcquireAudioHandle(audio.ValueRO.ClipId);
ecb.AddComponent(entity, new AudioInstanceCleanup { AudioHandle = handle });
}
}
}
// Cleanup system — detects destroyed audio entities, releases resources
[BurstCompile]
public partial struct AudioCleanupSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
var ecb = SystemAPI
.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged);
// WithNone<AudioSource> = entity was destroyed (cleanup survived)
foreach (var (cleanup, entity) in
SystemAPI.Query<RefRO<AudioInstanceCleanup>>()
.WithNone<AudioSource>()
.WithEntityAccess())
{
ReleaseAudioHandle(cleanup.ValueRO.AudioHandle);
ecb.RemoveComponent<AudioInstanceCleanup>(entity); // triggers true destruction
}
}
}
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 · 97 lines · 40 tokens per session scan A 4363ca5da588
icleanupcomponentdata-runtime 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 945 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.
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motion
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