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 tag-componentgit 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/tag-component)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/tag-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/tag-component/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/tag-component"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/tag-component.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 | $0.00027 | $0.00483 |
| Opus 5.5 | $0.00011 | $0.00193 |
| Sonnet 5.5 | $0.00005 | $0.00097 |
| Haiku 4.5 | $0.00003 | $0.00048 |
Grade A, and why
tag-component 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 — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Tag Component
Intent
Mark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.
Use When
Boolean, infrequently-changing state that drives which systems include or exclude an entity. Scene activation, feature flags, event signals, state labels.
Avoid When
The state changes every frame or many times per second — structural change cost is non-trivial at high frequency. Use IEnableableComponent instead.
Senior Pattern
- Empty struct implementing IComponentData.
- Add/remove via ECB, never during iteration.
- Use RequireForUpdate to gate systems on tag presence.
- Use WithAll/WithNone in queries to filter on tag.
Code Template
public struct IsActiveEnemy : IComponentData { }
// Gate a system on tag existence:
state.RequireForUpdate<IsActiveEnemy>();
// Filter query — only entities that have IsActiveEnemy:
foreach (var transform in
SystemAPI.Query<RefRW<LocalTransform>>().WithAll<IsActiveEnemy>())
{ }
// Add via ECB (safe from job):
ecb.AddComponent<IsActiveEnemy>(entity);
Anti-Patterns
- Adding and removing a tag every frame on many entities — causes per-frame archetype migrations and chunk allocations.
- Using a tag where the actual state needs a value — unnecessary structural change when a field on an existing component would do.
- Checking tag presence via EntityManager.HasComponent in a per-entity loop — use query filters instead.
Runtime Risks
- High-frequency add/remove of tags on large entity populations: archetype churn, chunk fragmentation, GC pressure from chunk reallocation.
Performance Notes
- Zero bytes in chunk. Adding the tag moves the entity to a different archetype chunk — one-time cost per transition.
- Query filter on tag presence is O(archetypes), not O(entities).
Architecture Guidance
Tags represent stable states with infrequent transitions. Design entity lifecycles around a small number of meaningful archetype states, not a high-churn tag soup.
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 · 57 lines · 27 tokens per session scan A 6d73100556f4
tag-component is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 27 tokens to every session and 483 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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