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 singleton-accessgit 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/singleton-access)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/singleton-access"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/singleton-access/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/singleton-access"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/singleton-access.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 | $0.00033 | $0.00565 |
| Opus 5.5 | $0.00013 | $0.00226 |
| Sonnet 5.5 | $0.00007 | $0.00113 |
| Haiku 4.5 | $0.00003 | $0.00056 |
Grade A, and why
singleton-access 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.
Singleton Access
Intent
Access a globally unique configuration or state entity in O(1) time without query overhead, using GetSingleton / GetSingletonRW / GetSingletonEntity.
Use When
Config data, prefab entity handles, ECB system references, or any world-global state that is guaranteed to have exactly one entity. Pair with RequireForUpdate as a precondition gate.
Avoid When
There may legitimately be zero or more than one entity with the component — use a regular query instead. Avoid GetSingletonRW when you only read the value — unnecessary dirty marking.
Senior Pattern
- Read-only access:
SystemAPI.GetSingleton<T>()— returns a copy. - Writable access:
SystemAPI.GetSingletonRW<T>()— returns RefRW, marks component dirty for change filtering. - Entity reference:
SystemAPI.GetSingletonEntity<T>()— returns the entity handle. - Gate with
state.RequireForUpdate<T>()in OnCreate to prevent runtime exceptions when the entity does not yet exist.
Code Template
// OnCreate gate:
state.RequireForUpdate<GameConfig>();
// OnUpdate read-only:
var config = SystemAPI.GetSingleton<GameConfig>();
float speed = config.PlayerSpeed;
// OnUpdate read-write:
var configRW = SystemAPI.GetSingletonRW<GameConfig>();
configRW.ValueRW.Score += 10;
// Get the entity itself:
var configEntity = SystemAPI.GetSingletonEntity<GameConfig>();
Anti-Patterns
- Calling GetSingleton without RequireForUpdate — throws if the entity hasn't been created yet.
- Using GetSingletonRW when the value is only read — causes unnecessary change filter invalidation.
- Creating a second entity with the same singleton component — GetSingleton throws at runtime, difficult to debug.
- Storing the returned struct copy and mutating it without writing back — changes are lost.
Runtime Risks
- Multiple entities with the singleton component: exception on GetSingleton.
- Missing RequireForUpdate: exception before the entity is created during world initialization.
- Storing a cached RefRW across frames — the reference may be invalidated by structural 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.
- 11d ago First seen · 60 lines · 33 tokens per session scan A fb120984ab56
singleton-access is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 565 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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