tag-component

tag-component is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 27 tokens per session (483 once invoked), scanned A, original, MIT.

A Unity Entity Component System marker component that records group membership or a yes/no state without storing a value. Systems can use the marker to include or exclude entities from their queries.

In plain words
What is it for?
Use it for labels such as active, enemy, scene membership, feature flags, or event signals, and add or remove the marker through an Entity Command Buffer.
Why use it?
It gives systems a simple way to filter entities without adding data to each one. It is intended for states that change infrequently, rather than states changed every frame.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for labels such as active, enemy, scene membership, feature flags, or event signals, and add or remove the marker through an Entity Command Buffer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/tag-component
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 tag-component
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for tag-component

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/tag-component/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/tag-component)
Your own site
<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.

agentmods 80×15 button for tag-component

Your own site · 80×15
<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>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 483 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 $0.00027 $0.00483
Opus 5.5 $0.00011 $0.00193
Sonnet 5.5 $0.00005 $0.00097
Haiku 4.5 $0.00003 $0.00048

Measured 11d ago against content hash 6d73100556f4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/tag-component/SKILL.md · 57 lines

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.

Read the full file on GitHub · 57 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 · 57 lines · 27 tokens per session scan A 6d73100556f4

Subscribe to this mod's changes

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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