icleanupcomponentdata-runtime

icleanupcomponentdata-runtime is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 40 tokens per session (945 once invoked), scanned A, original, MIT.

A Unity ECS pattern for detecting when an entity has been destroyed while keeping a small cleanup record alive. A system can then release resources linked to that entity before removing the record completely.

In plain words
What is it for?
Use it to build cleanup systems that respond after entity destruction and release external resources owned by entities.
Why use it?
It provides an explicit destruction step for resources that Unity cannot release automatically, such as GPU buffers, physics bodies, audio instances, or registry entries.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build cleanup systems that respond after entity destruction and release external resources owned by entities.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/icleanupcomponentdata-runtime
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 icleanupcomponentdata-runtime
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

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README.md
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Your own site
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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.

agentmods 80×15 button for icleanupcomponentdata-runtime

Your own site · 80×15
<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>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 945 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 $0.00040 $0.00945
Opus 5.5 $0.00016 $0.00378
Sonnet 5.5 $0.00008 $0.00189
Haiku 4.5 $0.00004 $0.00094

Measured 11d ago against content hash 4363ca5da588, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/icleanupcomponentdata-runtime/SKILL.md · 97 lines

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
        }
    }
}

Read the full file on GitHub · 97 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 · 97 lines · 40 tokens per session scan A 4363ca5da588

Subscribe to this mod's changes

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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