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 wave6-ecb-set-component-enabledgit 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/wave6-ecb-set-component-enabled)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-ecb-set-component-enabled"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-ecb-set-component-enabled/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/wave6-ecb-set-component-enabled"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-ecb-set-component-enabled.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 | $0.00039 | $0.00857 |
| Opus 5.5 | $0.00016 | $0.00343 |
| Sonnet 5.5 | $0.00008 | $0.00171 |
| Haiku 4.5 | $0.00004 | $0.00086 |
Grade A, and why
wave6-ecb-set-component-enabled 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 — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECB.SetComponentEnabled — Deferred Parallel Enable/Disable
Intent
Record a deferred enable/disable command for an IEnableableComponent from a parallel job using ECB.SetComponentEnabled() with a deterministic sort key.
Use When
- Parallel IJobEntity or IJobChunk must conditionally enable/disable based on computed per-entity logic
- The target entity is different from the entity being iterated (cross-entity enable/disable)
- EnabledRefRW is not available because the component is on a different entity
Avoid When
- Toggle can happen on main thread immediately — use EntityManager.SetComponentEnabled (no deferred overhead)
- EnabledRefRW can be used inline on the same entity — cheaper, no one-frame delay
Senior Pattern
[BurstCompile]
public partial struct ActivateInRangeJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter Ecb;
public float3 Origin;
public float RadiusSq;
[BurstCompile]
public void Execute(
[ChunkIndexInQuery] int chunkIndex,
Entity entity,
in LocalTransform transform)
{
bool inRange = math.distancesq(transform.Position, Origin) <= RadiusSq;
Ecb.SetComponentEnabled<ActiveBehavior>(chunkIndex, entity, inRange);
}
}
// Schedule and playback:
[UpdateInGroup(typeof(SimulationSystemGroup))]
[BurstCompile]
public partial struct ActivationSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged);
state.Dependency = new ActivateInRangeJob
{
Ecb = ecb.AsParallelWriter(),
Origin = SystemAPI.GetSingleton<PlayerPosition>().Value,
RadiusSq = activationRadius * activationRadius
}.ScheduleParallel(state.Dependency);
}
}
Anti-Patterns
- Missing [ChunkIndexInQuery] sort key — non-deterministic ECB playback order; enableable state flips are order-dependent when multiple commands target same entity.
- Recording ECB.SetComponentEnabled on an entity that does not have T — exception at playback.
- Using ECB.SetComponentEnabled when EnabledRefRW is available on the same entity — ECB adds one-frame delay and playback cost unnecessarily.
- Using ECB.AddComponent/RemoveComponent instead of SetComponentEnabled for frequent toggles — structural change; 10-100x more expensive at playback.
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 · 88 lines · 39 tokens per session scan A 691ac6c94846
wave6-ecb-set-component-enabled is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 857 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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