wave5-local-transform-write-pattern

wave5-local-transform-write-pattern is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 33 tokens per session (553 once invoked), scanned A, original, MIT.

A Unity Entities guide for changing an entity's local position, rotation, and uniform size through its authoritative LocalTransform component.

In plain words
What is it for?
Use it to move, rotate, or uniformly resize entities from gameplay logic, and to read local-space values for root-entity physics work.
Why use it?
It helps movement changes occur through the component Unity expects, while avoiding the wrong transform for world-space reading or non-uniform scaling.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to move, rotate, or uniformly resize entities from gameplay logic, and to read local-space values for root-entity physics work.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-local-transform-write-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 wave5-local-transform-write-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 wave5-local-transform-write-pattern

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-local-transform-write-pattern/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-local-transform-write-pattern)
Your own site
<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.

agentmods 80×15 button for wave5-local-transform-write-pattern

Your own site · 80×15
<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>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 553 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 $0.00033 $0.00553
Opus 5.5 $0.00013 $0.00221
Sonnet 5.5 $0.00007 $0.00111
Haiku 4.5 $0.00003 $0.00055

Measured 11d ago against content hash 9859762a3b85, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave5-local-transform-write-pattern/SKILL.md · 66 lines

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 LocalTransform in 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.

Read the full file on GitHub · 66 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 · 66 lines · 33 tokens per session scan A 9859762a3b85

Subscribe to this mod's changes

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.

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