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-patterns-config-and-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-patterns-config-and-access)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/singleton-patterns-config-and-access"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/singleton-patterns-config-and-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-patterns-config-and-access"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/singleton-patterns-config-and-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 | $0.00124 | $0.02554 |
| Opus 5.5 | $0.00050 | $0.01022 |
| Sonnet 5.5 | $0.00025 | $0.00511 |
| Haiku 4.5 | $0.00012 | $0.00255 |
Grade A, and why
singleton-patterns-config-and-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 — 185 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Singleton Patterns — Senior Patterns
A singleton in DOTS is just an entity with a component that exists exactly once in the world. SystemAPI.GetSingleton<T>() is the O(1) accessor. state.RequireForUpdate<T>() is the gate that keeps the system from firing before the singleton is baked. Together they are the senior idiom for config, registries, frame-scoped input snapshots, and any data that should not be modeled per-entity.
Intent
Model world-unique data as a single entity + component, accessed in O(1) from any system that depends on it, with a hard prerequisite contract that prevents first-frame races against scene baking.
Use when
- A component is conceptually unique per world: game config, controls registry, frame input snapshot, prefab collection, world bounds, debug settings.
- A system needs guaranteed access to that data and must not run until it exists.
- You'd otherwise write
GetEntityQuery(...)and.GetSingleEntity()to fetch it — the Singleton API is faster (no query iteration) and clearer. - One system writes the value (e.g. an input system snapshots controller state into
InputState) and many systems read it; you want a read-only contract on the consumers.
Avoid when
- The data is per-entity (per-character config, per-faction tuning, per-region settings). Model as regular components on the relevant entities — a "singleton" of per-entity data is a misuse.
- Multiple instances are legitimately possible (e.g. multiple
PlayerInputfor split-screen). The singleton API throws on more than one — model it as a regular component and query for the matching entity explicitly. - The "singleton" is a thin wrapper for true global mutable state that would be clearer as a static field. Rare — usually the singleton entity is still right because it survives world disposal and is visible to ECS systems; but be honest if the answer is actually a static.
Senior pattern — read-only consumer
using Unity.Burst;
using Unity.Entities;
public struct GameConfig : IComponentData
{
public float Gravity;
public Entity ProjectilePrefab;
}
[BurstCompile]
public partial struct ConfigConsumerSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// The prerequisite contract — see entity-query-patterns-requireforupdate-gating.
state.RequireForUpdate<GameConfig>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var config = SystemAPI.GetSingleton<GameConfig>();
// ... use config.Gravity, config.ProjectilePrefab
}
}
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 · 185 lines · 124 tokens per session scan A 4d3b7a6b6436
singleton-patterns-config-and-access is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 124 tokens to every session and 2,554 once invoked, about $0.0005 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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