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-parent-child-hierarchy-dynamicgit 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-parent-child-hierarchy-dynamic)<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/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-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>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 | $0.00036 | $0.00659 |
| Opus 5.5 | $0.00014 | $0.00264 |
| Sonnet 5.5 | $0.00007 | $0.00132 |
| Haiku 4.5 | $0.00004 | $0.00066 |
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.
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.
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 · 65 lines · 36 tokens per session scan A 634f9238e5a3
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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