wave5-parent-child-hierarchy-dynamic

wave5-parent-child-hierarchy-dynamic is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 36 tokens per session (659 once invoked), scanned A, original, MIT.

A Unity Entities pattern for attaching and detaching entities—objects managed by the game engine—from parent-child transform hierarchies while the game is running.

In plain words
What is it for?
Use it for runtime actions such as mounting a weapon, attaching a vehicle part, assembling character parts, or detaching groups of children.
Why use it?
It provides a safe way to change relationships during iteration and to handle multiple children without directly modifying the hierarchy at the wrong time.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for runtime actions such as mounting a weapon, attaching a vehicle part, assembling character parts, or detaching groups of children.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave5-parent-child-hierarchy-dynamic
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-parent-child-hierarchy-dynamic
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-parent-child-hierarchy-dynamic"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-parent-child-hierarchy-dynamic.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 659 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 $0.00036 $0.00659
Opus 5.5 $0.00014 $0.00264
Sonnet 5.5 $0.00007 $0.00132
Haiku 4.5 $0.00004 $0.00066

Measured 11d ago against content hash 634f9238e5a3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave5-parent-child-hierarchy-dynamic 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-parent-child-hierarchy-dynamic/SKILL.md · 65 lines

How it starts

The opening of the file, as written. The whole thing — 65 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Parent-Child Hierarchy Dynamic

Intent

Attach and detach entities from a parent/child transform hierarchy at runtime using ECB, with correct handling of DynamicBuffer iteration.

Use When

  • Entities must be attached/detached dynamically at runtime (weapon pickup, vehicle mounting, character part assembly)
  • Batch reparenting of multiple children is required

Avoid When

  • Hierarchy is static and set at bake time — no runtime change needed
  • Teleporting to a new position without hierarchy — write LocalTransform.Position directly

Senior Pattern

// Detach all children via ECB (safe during iteration):
DynamicBuffer<Child> children = SystemAPI.GetBuffer<Child>(parentEntity);
var ecb = ecbSystem.CreateCommandBuffer();
for (int i = 0; i < children.Length; i++)
    ecb.RemoveComponent<Parent>(children[i].Value);

// Batch detach (more efficient for large child counts):
ecb.RemoveComponent<Parent>(
    children.AsNativeArray().Reinterpret<Entity>(),
    ComponentType.ReadWrite<Parent>());

// Attach:
ecb.AddComponent(childEntity, new Parent { Value = parentEntity });
ecb.AddComponent(childEntity, LocalTransform.Identity);  // ensure LocalTransform present

// Verify hierarchy in OnCreate:
state.RequireForUpdate(SystemAPI.QueryBuilder().WithAll<Parent>().Build());

Anti-Patterns

  • Calling EntityManager.RemoveComponent() inside DynamicBuffer loop — invalidates buffer reference mid-iteration; always use ECB.
  • Adding Parent without ensuring child has LocalTransform — hierarchy propagation requires LocalTransform on the child.
  • Reading child's LocalToWorld the same frame as reparent — one frame stale until ParentSystem + TransformSystemGroup runs.
  • Manually adding or removing elements from DynamicBuffer — only modify Parent component on the child; ParentSystem exclusively owns Child buffers.

Runtime Risks

  • DynamicBuffer iteration while structural change pending on same entity — safe with ECB (deferred), unsafe with direct EntityManager calls.
  • Children without LocalTransform after attachment are silently skipped by the transform system — no error, just missing world-space position.

Read the full file on GitHub · 65 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 · 65 lines · 36 tokens per session scan A 634f9238e5a3

Subscribe to this mod's changes

wave5-parent-child-hierarchy-dynamic is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 659 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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