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-write-group-custom-transformgit 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-write-group-custom-transform)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-write-group-custom-transform"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-write-group-custom-transform/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-write-group-custom-transform"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-write-group-custom-transform.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 | $0.00043 | $0.00894 |
| Opus 5.5 | $0.00017 | $0.00358 |
| Sonnet 5.5 | $0.00009 | $0.00179 |
| Haiku 4.5 | $0.00004 | $0.00089 |
Grade A, and why
wave5-write-group-custom-transform 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 — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.
WriteGroup Custom Transform
Intent
Bypass the standard Unity transform system for specific entities by registering a custom component in the LocalToWorld write group, allowing a developer-owned system to compute LocalToWorld for those entities.
Use When
- Non-standard transform type needed: 2D, billboard, procedural, skeletal
- Standard transform pipeline must be completely replaced for a subset of entities
Avoid When
- Only post-processing after the standard transform is needed — use a system [UpdateAfter(TransformSystemGroup)] instead
- The entity has a parent — custom system must handle parent hierarchy propagation manually
Senior Pattern
// 1. Custom component registers in the write group:
[WriteGroup(typeof(LocalToWorld))]
public struct LocalTransform2D : IComponentData
{
public float2 Position;
public float Rotation;
}
// 2. Baker uses ManualOverride:
public class LocalTransform2DAuthoring : MonoBehaviour { }
public class LocalTransform2DBaker : Baker<LocalTransform2DAuthoring>
{
public override void Bake(LocalTransform2DAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.ManualOverride);
AddComponent(entity, new LocalTransform2D { });
AddComponent(entity, new LocalToWorld());
}
}
// 3. Custom system in TransformSystemGroup after ParentSystem:
[UpdateInGroup(typeof(TransformSystemGroup))]
[UpdateAfter(typeof(ParentSystem))]
[BurstCompile]
public partial struct LocalToWorld2DSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
state.Dependency = new Compute2DJob().ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
public partial struct Compute2DJob : IJobEntity
{
[BurstCompile]
public void Execute(in LocalTransform2D t2d, ref LocalToWorld ltw)
{
float cos = math.cos(t2d.Rotation);
float sin = math.sin(t2d.Rotation);
ltw.Value = new float4x4(
new float4(cos, sin, 0, 0),
new float4(-sin, cos, 0, 0),
new float4(0, 0, 1, 0),
new float4(t2d.Position.x, t2d.Position.y, 0, 1)
);
}
}
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 · 97 lines · 43 tokens per session scan A fd93d4655ba7
wave5-write-group-custom-transform is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 43 tokens to every session and 894 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.
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