wave5-isystem-start-stop

wave5-isystem-start-stop is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 40 tokens per session (752 once invoked), scanned A, original, MIT.

A Unity ECS lifecycle pattern for one-time setup and cleanup. Its start and stop methods run when a system becomes enabled or disabled, rather than on every frame.

In plain words
What is it for?
Use it to initialize data after required ECS components appear, cache handles, or release and reset resources when the system's conditions stop being met.
Why use it?
It removes the need for a first-frame flag and prevents setup or cleanup code from repeating while the system continues running.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to initialize data after required ECS components appear, cache handles, or release and reset resources when the system's conditions stop being met.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-isystem-start-stop
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 wave5-isystem-start-stop
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 wave5-isystem-start-stop

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop/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 wave5-isystem-start-stop

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-isystem-start-stop.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 752 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 $0.00040 $0.00752
Opus 5.5 $0.00016 $0.00301
Sonnet 5.5 $0.00008 $0.00150
Haiku 4.5 $0.00004 $0.00075

Measured 11d ago against content hash 8924b0940ca3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-isystem-start-stop 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/wave5-isystem-start-stop/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ISystemStartStop — One-Shot Init and Cleanup

Intent

Implement one-shot ECS initialization and cleanup using ISystemStartStop.OnStartRunning and OnStopRunning, which fire once per enable/disable cycle rather than every frame.

Use When

  • One-time init that depends on ECS components being present (initial velocity, cached handles)
  • Cleanup when system conditions are no longer met (reset state, release resources)
  • Avoiding a bool firstFrame guard in OnUpdate

Avoid When

  • Work must run every frame — use OnUpdate
  • System never toggles enabled/disabled — OnCreate or OnUpdate with a guard is simpler

Senior Pattern

[BurstCompile]
public partial struct InitializeBodySystem : ISystem, ISystemStartStop
{
    public void OnCreate(ref SystemState state)
    {
        // Gate on InitialVelocity + PhysicsVelocity both present:
        state.RequireForUpdate(
            SystemAPI.QueryBuilder()
                .WithAll<InitialVelocity, PhysicsVelocity>()
                .Build());
    }

    // Fires once when RequireForUpdate conditions first become true
    // (and again each time conditions toggle false → true):
    public void OnStartRunning(ref SystemState state)
    {
        foreach (var (initial, vel) in
            SystemAPI.Query<RefRO<InitialVelocity>, RefRW<PhysicsVelocity>>())
        {
            vel.ValueRW.Linear  = initial.ValueRO.Linear;
            vel.ValueRW.Angular = initial.ValueRO.Angular;
        }
    }

    // Required even if empty — interface mandates both methods:
    public void OnStopRunning(ref SystemState state) { }

    [BurstCompile]
    public void OnUpdate(ref SystemState state) { }
}

Anti-Patterns

  • Using OnStartRunning for work that must happen every frame — fires only on enable transition, not every frame.
  • Not implementing OnStopRunning even when empty — compile error; ISystemStartStop interface requires both methods.
  • Assuming OnStartRunning fires only once ever — fires again each time system toggles disabled→enabled (RequireForUpdate query goes empty→non-empty multiple times).
  • Marking OnStartRunning or OnStopRunning with [BurstCompile] — these are managed interface methods; Burst cannot compile them.

Read the full file on GitHub · 79 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 · 79 lines · 40 tokens per session scan A 8924b0940ca3

Subscribe to this mod's changes

wave5-isystem-start-stop is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 40 tokens to every session and 752 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