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 multi-entity-bakergit 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/multi-entity-baker)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/multi-entity-baker"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/multi-entity-baker/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/multi-entity-baker"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/multi-entity-baker.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 | $0.00038 | $0.00854 |
| Opus 5.5 | $0.00015 | $0.00342 |
| Sonnet 5.5 | $0.00008 | $0.00171 |
| Haiku 4.5 | $0.00004 | $0.00085 |
Grade A, and why
multi-entity-baker 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 — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Multi-Entity Baker
Intent
Create multiple runtime entities from a single authoring GameObject using CreateAdditionalEntity, with BakingOnlyEntity marking staging entities that should not appear in the runtime world.
Use When
One authoring GO conceptually represents N runtime entities (procedural tiles, image-to-entity conversion, mesh-to-particle conversion, grid spawning). The N is known at bake time from authoring data.
Avoid When
The count is not known at bake time (runtime-spawned entities) — use EntityCommandBuffer at runtime instead. Avoid when the additional entities are purely internal staging entities that a baking system will process — use [BakingType] buffer + baking system instead.
Senior Pattern
- Call
CreateAdditionalEntity(TransformUsageFlags.X)inside the Baker to create each additional entity. - Use
AddBuffer<T>(mainEntity)to pass the list of additional entities to a baking system via a [BakingType] buffer. - Use
AddComponent(entity, new ComponentTypeSet(...))to batch-add all components in one structural change. - Call
AddComponent<BakingOnlyEntity>(stagingEntity)on any entity that exists only to carry data to a baking system and should not appear in the runtime world. - SetComponent after AddComponent to initialise transform and data.
Code Template
[BakingType]
public struct TileEntityRef : IBufferElementData
{
public Entity Value;
}
class Baker : Baker<TileGridAuthoring>
{
public override void Bake(TileGridAuthoring authoring)
{
var mainEntity = GetEntity(TransformUsageFlags.None);
// main entity is only a staging container
AddComponent<BakingOnlyEntity>(mainEntity);
var tileRefs = AddBuffer<TileEntityRef>(mainEntity);
for (int y = 0; y < authoring.Height; y++)
for (int x = 0; x < authoring.Width; x++)
{
var tile = CreateAdditionalEntity(TransformUsageFlags.ManualOverride);
// Single structural change for all components
AddComponent(tile, new ComponentTypeSet(
ComponentType.ReadWrite<LocalTransform>(),
ComponentType.ReadWrite<LocalToWorld>(),
ComponentType.ReadWrite<TileData>()
));
SetComponent(tile, LocalTransform.FromPosition(
new float3(x * authoring.TileSize, 0, y * authoring.TileSize)));
SetComponent(tile, new TileData { GridX = x, GridY = y });
tileRefs.Add(new TileEntityRef { Value = tile });
}
}
}
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 · 85 lines · 38 tokens per session scan A 34c02a45154c
multi-entity-baker is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 38 tokens to every session and 854 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.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.