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 icomponentdata-value-componentgit 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/icomponentdata-value-component)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/icomponentdata-value-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/icomponentdata-value-component/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/icomponentdata-value-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/icomponentdata-value-component.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 | $0.00032 | $0.00542 |
| Opus 5.5 | $0.00013 | $0.00217 |
| Sonnet 5.5 | $0.00006 | $0.00108 |
| Haiku 4.5 | $0.00003 | $0.00054 |
Grade A, and why
icomponentdata-value-component 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 — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.
IComponentData Value Component
Intent
Store per-entity state as an unmanaged, cache-coherent struct that ECS can lay out contiguously in archetype chunks.
Use When
Any per-entity data that is blittable (numbers, float3, bool, enums, nested blittable structs). This is the default component type.
Avoid When
The data contains managed references (string, object, List, UnityEngine.Object). Use managed IComponentData (bridge-only pattern) in that case only.
Senior Pattern
- Declare a public struct implementing IComponentData.
- Fields must be blittable value types only.
- Size to the minimum required for one concern — split unrelated data into separate components.
- Mark read-only accesses with
inorRefRO<T>in query/job signatures to prevent false write dependencies.
Code Template
public struct Health : IComponentData
{
public int Current;
public int Max;
}
// Read-only access in query:
foreach (var (transform, health) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Health>>())
{
// transform.ValueRW — write; health.ValueRO — read only
}
Anti-Patterns
- Adding a string, List, or any managed field — silently breaks Burst compatibility and loses chunk layout guarantees.
- Packing unrelated fields into one large component — inflates struct size, reduces entities-per-chunk, hurts cache.
- Mutating component data via EntityManager.GetComponentData in a loop — defeats chunk-coherent access.
Runtime Risks
- Managed field: Burst compile error or silent fallback to managed execution.
- Oversized struct (>64 bytes): measurably fewer entities per chunk, higher cache miss rate.
- Missing
in/RefROon read-only access: serialises jobs that could safely run in parallel.
Performance Notes
- Tag components (zero fields) occupy zero bytes in chunk — use freely for boolean state.
- Struct size directly controls entities-per-chunk. 128-byte structs hold 16x fewer entities than 8-byte components.
- SIMD-friendly if data is contiguous and access is sequential.
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 · 60 lines · 32 tokens per session scan A 6959a9421bd3
icomponentdata-value-component is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 32 tokens to every session and 542 once invoked, about $0.0001 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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