unity-dots-ecb-lifecycle-debugger

unity-dots-ecb-lifecycle-debugger is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 120 tokens per session (5,554 once invoked), scanned A, original, MIT.

A troubleshooting guide for Unity DOTS/ECS EntityCommandBuffer errors. DOTS/ECS is Unity's data-oriented system for managing many game entities, while an EntityCommandBuffer stores changes to apply later.

In plain words
What is it for?
Use it when playback reports missing entities or components, invalid deferred entities, duplicate component additions, or destruction-order errors.
Why use it?
It helps explain failures where an entity or component was valid when a command was recorded but no longer exists when the commands are applied. It focuses on command ordering and entity lifetime.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: reads .claude/ paths; mentions Codex.

Good fit Use it when playback reports missing entities or components, invalid deferred entities, duplicate component additions, or destruction-order errors.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/unity-dots-ecb-lifecycle-debugger
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 unity-dots-ecb-lifecycle-debugger
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.

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README.md
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Your own site
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Your own site · 80×15
<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>
Per session 120 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,554 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 $0.00120 $0.05554
Opus 5.5 $0.00048 $0.02222
Sonnet 5.5 $0.00024 $0.01111
Haiku 4.5 $0.00012 $0.00555

Measured 11d ago against content hash 9cae965cc52c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

The scan reads SKILL.md. This mod also ships 3 executable files (scripts/find_destroy_paths.py, scripts/find_ecb_producers.py, scripts/find_system_ordering.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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-ecb-lifecycle-debugger/SKILL.md · 499 lines

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-patterns instead. This skill starts where ecs-job-patterns ends: 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.

Read the full file on GitHub · 499 lines

Files

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.

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 · 499 lines · 120 tokens per session scan A 9cae965cc52c

Subscribe to this mod's changes

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.