toentityarray-snapshot-pattern

toentityarray-snapshot-pattern is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 39 tokens per session (819 once invoked), scanned A, original, MIT.

A Unity ECS technique that copies matching entity IDs and component values into temporary arrays before making per-entity structural changes.

In plain words
What is it for?
Use it when conditions differ between matching entities and each one needs a different change or component value. For the same change on every match, use a query-level batch operation instead.
Why use it?
It prevents iterator invalidation, which occurs when changing the collection being traversed, while still allowing each entity to be handled according to its own data.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when conditions differ between matching entities and each one needs a different change or component value. For the same change on every match, use a query-level batch operation instead.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern
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 toentityarray-snapshot-pattern
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 toentityarray-snapshot-pattern

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern/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 toentityarray-snapshot-pattern

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/toentityarray-snapshot-pattern.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 39 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 819 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 $0.00039 $0.00819
Opus 5.5 $0.00016 $0.00328
Sonnet 5.5 $0.00008 $0.00164
Haiku 4.5 $0.00004 $0.00082

Measured 11d ago against content hash c6aecbf6e808, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

toentityarray-snapshot-pattern 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/toentityarray-snapshot-pattern/SKILL.md · 77 lines

How it starts

The opening of the file, as written. The whole thing — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ToEntityArray Snapshot Pattern

Intent

Safely combine entity iteration with per-entity structural changes by snapshotting entity IDs and component data into NativeArrays before performing structural changes, avoiding iterator invalidation.

Use When

A system must both iterate entity data AND perform structural changes that depend on per-entity conditions — where query-level batch operations are insufficient because the condition varies per entity.

Avoid When

All matching entities receive the same structural change — use the query-level batch overload instead (cheaper, no copy). Avoid for very large entity counts (>10k) where copy cost is significant — redesign using ECB.ParallelWriter in a job instead.

Senior Pattern

  1. Build the query.
  2. var entities = query.ToEntityArray(Allocator.Temp) — snapshot entity IDs.
  3. var data = query.ToComponentDataArray<T>(Allocator.Temp) — snapshot component values.
  4. Perform the batch structural change on the query (e.g., state.EntityManager.AddComponent<T>(query) or RemoveComponent).
  5. Iterate the snapshot arrays with a for loop — access per-entity data safely, call SetComponentData for per-entity initialisation.
  6. Allocator.Temp arrays dispose automatically — no explicit Dispose needed.

Code Template

public void OnUpdate(ref SystemState state)
{
    var query = SystemAPI.QueryBuilder()
        .WithAll<RequiresSetup>().WithNone<SetupDone>().Build();

    if (query.IsEmpty) return;

    // Snapshot before structural change
    var entities = query.ToEntityArray(Allocator.Temp);
    var setupData = query.ToComponentDataArray<RequiresSetup>(Allocator.Temp);

    // Batch structural change on the query (one archetype operation)
    state.EntityManager.AddComponent<SetupDone>(query);
    state.EntityManager.RemoveComponent<RequiresSetup>(query);

    // Per-entity init using the snapshot (no iterator invalidation risk)
    for (int i = 0; i < entities.Length; i++)
    {
        state.EntityManager.SetComponentData(entities[i], new SetupDone
        {
            InitialPosition = setupData[i].SpawnPosition,
            InitializedAt = (float)SystemAPI.Time.ElapsedTime
        });
    }
    // Allocator.Temp — no dispose needed
}

Read the full file on GitHub · 77 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 · 77 lines · 39 tokens per session scan A c6aecbf6e808

Subscribe to this mod's changes

toentityarray-snapshot-pattern is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 819 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.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

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.

OpenDCAI/GameFactory-3A · 0 tokens