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 unity-dots-ecb-lifecycle-debuggergit 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/unity-dots-ecb-lifecycle-debugger)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/unity-dots-ecb-lifecycle-debugger"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-dots-ecb-lifecycle-debugger/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/unity-dots-ecb-lifecycle-debugger"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/unity-dots-ecb-lifecycle-debugger.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 | $0.00120 | $0.05554 |
| Opus 5.5 | $0.00048 | $0.02222 |
| Sonnet 5.5 | $0.00024 | $0.01111 |
| Haiku 4.5 | $0.00012 | $0.00555 |
Grade A, and why
unity-dots-ecb-lifecycle-debugger 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 — 499 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity DOTS ECB Lifecycle Debugger
When to load this skill:
- Runtime exception contains:
EntityCommandBuffer playback failed,entityExists=False,AppendDestroyedEntityRecordError,Buffer does not exist on entity,Component does not exist on entity,Invalid deferred entity,Duplicate AddComponent during playback,SetComponent on missing component,DestroyEntity executed before another ECB command - Question is about ordering of ECB commands across multiple systems targeting the same playback phase
- Entity is valid at record time but invalid at playback time
When NOT to load this skill:
- MonoBehaviour performance optimization
- ECS architecture design / component layout planning
- NavMesh, Addressables, UI events, Timeline, Animator
- Generic NullReferenceException without ECB stack trace
- Burst compilation errors (use
burst-safety) - NativeContainer leaks (use
memory-safety) - General ECS job implementation (use
ecs-job-patterns)
NOT THIS SKILL — If ECB is being used correctly and you want guidance on patterns (when to use which singleton, how to schedule jobs with ECB, ParallelWriter usage), load
ecs-job-patternsinstead. This skill starts whereecs-job-patternsends: at playback failure. It does not teach correct ECB usage — it diagnoses why playback threw an exception.
Core Mental Model
The fundamental ECB trap: an entity is valid at record time but invalid at playback time.
Frame N:
ProducerSystem.OnUpdate():
ecb.AppendToBuffer(TargetEntity, new TargetBufferElement{...}) // entity valid here ✓
CleanupSystem.OnUpdate():
ecb.DestroyEntity(TargetEntity) // also valid here ✓
// Both write to the SAME ECB singleton (same playback point)
Playback at BeginSimulationECBSystem:
[1] ecb command from CleanupSystem executes first → TargetEntity destroyed
[2] ecb command from ProducerSystem executes next → entityExists=False ✗
The guard if (entityManager.Exists(entity)) before recording is always wrong — the entity
exists at record time. The problem is what happens between record and playback.
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 499 lines · 120 tokens per session scan A 9cae965cc52c
unity-dots-ecb-lifecycle-debugger is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 120 tokens to every session and 5,554 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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