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 managed-component-bridgegit 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/managed-component-bridge)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/managed-component-bridge"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/managed-component-bridge/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/managed-component-bridge"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/managed-component-bridge.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 | $0.00035 | $0.00833 |
| Opus 5.5 | $0.00014 | $0.00333 |
| Sonnet 5.5 | $0.00007 | $0.00167 |
| Haiku 4.5 | $0.00003 | $0.00083 |
Grade A, and why
managed-component-bridge 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 — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Managed Component Bridge
Intent
Store managed references (GameObject, MonoBehaviour, Unity UI objects) on an ECS entity to bridge the ECS and GameObject worlds during hybrid initialization.
Use When
An ECS system must drive a GameObject or Unity UI element, and there is no alternative to holding a managed reference on the entity. One-time initialization scenarios only.
Avoid When
Any hot runtime path, simulation loop, or Burst-compiled system. If the data can be unmanaged, it must be unmanaged.
Senior Pattern
public class MyManagedData : IComponentData(class, not struct).- Access only from a managed system (SystemBase or non-Burst ISystem).
- The initialization system sets
state.Enabled = falseafter setup — it runs exactly once. - Managed component entities are sparse and cold — never in the simulation hot path.
AddComponentObject API
// Attach a managed object (UnityEngine.Object subclass or class IComponentData) at runtime:
entityManager.AddComponentObject(entity, new ManagedSpriteData { Sprite = mySprite });
// Or bake-time (preferred — avoids runtime sync point):
public override void Bake(HybridAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponentObject(entity, authoring.Animator); // UnityEngine.Object subclass
}
// Read per-entity in a non-Burst system:
foreach (var (data, entity) in SystemAPI.Query<ManagedSpriteData>().WithEntityAccess())
{
data.Sprite = newSprite; // direct mutation, managed heap
}
GC Cost Model
- Each entity with a class IComponentData = one GC-tracked heap allocation.
- Structural changes (AddComponent/RemoveComponent) on managed components trigger full sync point, identical to struct components but GC pressure compounds.
- Target: single-digit managed component entity counts per scene. At >100 entities with managed components, measure GC allocation pressure explicitly.
Code Template
public class UISlotRef : IComponentData
{
public RectTransform SlotTransform;
public UISlotRef() { }
}
// Initialization system (runs once, self-disabling):
public partial class UIInitSystem : SystemBase
{
protected override void OnCreate()
{
RequireForUpdate<UISlotRef>();
}
protected override void OnUpdate()
{
foreach (var (slot, entity) in
SystemAPI.Query<UISlotRef>().WithEntityAccess())
{
// wire up the slot to ECS-driven data sources
_ = entity;
}
Enabled = false;
}
}
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 · 98 lines · 35 tokens per session scan A 005284367b0e
managed-component-bridge is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 833 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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