managed-component-bridge

managed-component-bridge is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 35 tokens per session (833 once invoked), scanned A, original, MIT.

A Unity Entity Component System (ECS) pattern for attaching managed Unity objects, such as GameObjects or UI elements, to entities. It is intended for one-time setup between Unity's object-based and ECS-based systems.

In plain words
What is it for?
Use it during hybrid initialization to connect an ECS entity to a GameObject, MonoBehaviour, or Unity UI object, then disable the setup system after it runs.
Why use it?
It gives an ECS system a way to reach a Unity object when an unmanaged data component cannot represent that reference, while warning against using it in performance-sensitive loops.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it during hybrid initialization to connect an ECS entity to a GameObject, MonoBehaviour, or Unity UI object, then disable the setup system after it runs.

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

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<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>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 833 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 $0.00035 $0.00833
Opus 5.5 $0.00014 $0.00333
Sonnet 5.5 $0.00007 $0.00167
Haiku 4.5 $0.00003 $0.00083

Measured 11d ago against content hash 005284367b0e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/managed-component-bridge/SKILL.md · 98 lines

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 = false after 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;
    }
}

Read the full file on GitHub · 98 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 · 98 lines · 35 tokens per session scan A 005284367b0e

Subscribe to this mod's changes

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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