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 isystem-burst-compilegit 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/isystem-burst-compile)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/isystem-burst-compile"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/isystem-burst-compile/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/isystem-burst-compile"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/isystem-burst-compile.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 | $0.00036 | $0.00665 |
| Opus 5.5 | $0.00014 | $0.00266 |
| Sonnet 5.5 | $0.00007 | $0.00133 |
| Haiku 4.5 | $0.00004 | $0.00067 |
Grade A, and why
isystem-burst-compile 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 — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ISystem with BurstCompile
Intent
Implement a system as an unmanaged struct with Burst-compiled entry points to eliminate managed dispatch overhead and enable native code generation on the hot update path.
Use When
Any new system that does not require managed types (MonoBehaviour references, strings, class components). This is the default system type in Entities 1.x.
Avoid When
The system must access managed components, drive MonoBehaviour/GameObject state, or interoperate with managed Unity APIs. Use SystemBase only in those cases.
Senior Pattern
public partial struct MySystem : ISystem— partial required for source generation.- [BurstCompile] on OnCreate, OnUpdate, OnDestroy.
- All ECS access via
ref SystemState stateparameter. - Persistent frame-to-frame state stored as struct fields (e.g., cached EntityQuery, counter).
- No managed fields anywhere in the struct.
Code Template
[BurstCompile]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct MovementSystem : ISystem
{
private EntityQuery m_MovingQuery;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
m_MovingQuery = SystemAPI.QueryBuilder()
.WithAll<Velocity, LocalTransform>()
.Build();
state.RequireForUpdate(m_MovingQuery);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, vel) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
{
transform.ValueRW.Position += vel.ValueRO.Value * dt;
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state) { }
}
Anti-Patterns
- Storing a managed reference (List, string, class instance) as a struct field — compile error.
- Calling Debug.Log, Object.FindObjectOfType, or any managed API inside a [BurstCompile] method — silently falls back to managed execution for that call site.
- Treating ISystem as a class with inheritance — it is a value type; no virtual dispatch, no base class.
- Calling state.EntityManager.CompleteAllTrackedJobs() as a workaround instead of properly chaining state.Dependency.
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 · 76 lines · 36 tokens per session scan A 929cff6a4e9a
isystem-burst-compile is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 665 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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