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 wave5-local-transform-write-patterngit 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/wave5-local-transform-write-pattern)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-local-transform-write-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-local-transform-write-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.
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-local-transform-write-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-local-transform-write-pattern.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 | $0.00033 | $0.00553 |
| Opus 5.5 | $0.00013 | $0.00221 |
| Sonnet 5.5 | $0.00007 | $0.00111 |
| Haiku 4.5 | $0.00003 | $0.00055 |
Grade A, and why
wave5-local-transform-write-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.
How it starts
The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
LocalTransform Write Pattern
Intent
Write entity movement, rotation, and uniform scale through LocalTransform — the single authoritative local-space transform component in Entities 1.x.
Use When
- Moving, rotating, or scaling an entity from gameplay logic
- Reading local-space position/rotation for physics force application on root entities
Avoid When
- Reading world-space for rendering or spatial queries — read LocalToWorld instead
- Non-uniform scale is needed — use PostTransformMatrix
Senior Pattern
[BurstCompile]
public partial struct MoveJob : IJobEntity
{
public float DeltaTime;
[BurstCompile]
public void Execute(ref LocalTransform transform, in Velocity velocity)
{
transform.Position += velocity.Value * DeltaTime;
}
}
// Field access:
// transform.Position (float3), transform.Rotation (quaternion), transform.Scale (float)
// Construction:
// LocalTransform.FromPositionRotationScale(pos, rot, scale)
Anti-Patterns
- Writing LocalTransform after TransformSystemGroup on a child entity — overwrite takes effect next frame.
- Reading LocalToWorld.Position instead of LocalTransform.Position for physics input on non-root entities — wrong space.
- Teleporting by writing LocalTransform and expecting physics to respond immediately — physics world not rebuilt until PhysicsWorldBuildSystem runs.
- Parallel jobs writing LocalTransform must not also write LocalToWorld in the same job.
Runtime Risks
- Child entities: LocalTransform is local-space relative to parent; LocalToWorld is computed world-space — confusing them produces wrong physics force direction.
- Writing LocalTransform does not synchronously update LocalToWorld — reads of LocalToWorld are stale until TransformSystemGroup runs.
Performance Notes
- Single flat component; cache-local access in chunk memory.
ref LocalTransformin IJobEntity gives direct chunk-memory write, no indirection.
Architecture Guidance
- Root entities: LocalTransform.Position == LocalToWorld.Position.
- Child entities: LocalTransform is local-space relative to parent; LocalToWorld is computed world-space.
- Write motion via LocalTransform; never write LocalToWorld from gameplay systems.
- Non-uniform scale: use PostTransformMatrix — LocalTransform.Scale is a single float.
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 · 66 lines · 33 tokens per session scan A 9859762a3b85
wave5-local-transform-write-pattern is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 553 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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