wave6-ecs-state-machine-design

wave6-ecs-state-machine-design is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 42 tokens per session (938 once invoked), scanned A, original, MIT.

A design guide for representing states in Unity ECS using an enum field, an enableable component, or adding and removing a component. An ECS state machine stores an entity's current mode so systems can act on it.

In plain words
What is it for?
Use it to design state machines for bots and other entities, such as moving, attacking, retreating, idling, or dying.
Why use it?
It helps avoid choosing a state representation that causes unnecessary memory use, query work, or structural changes. The choice depends on the number of states, how often they change, and whether queries must filter them.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to design state machines for bots and other entities, such as moving, attacking, retreating, idling, or dying.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave6-ecs-state-machine-design
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 wave6-ecs-state-machine-design
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.

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README.md
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Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-ecs-state-machine-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-ecs-state-machine-design/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 wave6-ecs-state-machine-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-ecs-state-machine-design"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-ecs-state-machine-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 938 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 $0.00042 $0.00938
Opus 5.5 $0.00017 $0.00375
Sonnet 5.5 $0.00008 $0.00188
Haiku 4.5 $0.00004 $0.00094

Measured 11d ago against content hash 93251536ac0c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave6-ecs-state-machine-design 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/wave6-ecs-state-machine-design/SKILL.md · 102 lines

How it starts

The opening of the file, as written. The whole thing — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECS State Machine Design — Decision Model

Intent

Choose the correct ECS state representation — enum field, IEnableableComponent, or structural add/remove — based on transition frequency, state count, and query-filtering requirements.

Decision Model

Criterion Enum Field IEnableableComponent Structural Add/Remove
State count 3+ exclusive states Exactly 2 (active/inactive) Any; data ownership varies
Transition frequency Any High (per-frame) Low (lifecycle)
Downstream query filter No (branch in system) Yes (automatic at query level) Yes (archetype-level)
Memory when inactive Always present Always present Freed
Cost per transition Field write (cheapest) Bit flip (O(1)) Chunk move (10-100x)

Senior Pattern — Enum FSM

public enum BotState { MoveToTarget, Attack, Retreat, Idle, Dead }

public struct BotAI : IComponentData
{
    public BotState State;
    public float StateTimer;
}

[BurstCompile]
public partial struct BotFSMJob : IJobEntity
{
    public float DeltaTime;

    [BurstCompile]
    public void Execute(ref BotAI bot, ref LocalTransform t)
    {
        switch (bot.State)
        {
            case BotState.MoveToTarget:
                bot.StateTimer -= DeltaTime;
                if (bot.StateTimer <= 0) bot.State = BotState.Attack;
                break;
            case BotState.Attack:
                // attack logic
                break;
            // ...
        }
    }
}

Senior Pattern — Enableable Binary Flag

// Zero-size component — just the enabled bit matters:
public struct Stealth : IComponentData, IEnableableComponent { }

// Systems automatically see only active entities:
new StealthBehaviorJob().ScheduleParallel(state.Dependency);   // only enabled
new StealthRevealJob().ScheduleParallel(state.Dependency);     // only enabled

// Mixed: enum for internal FSM, enableable for external visibility:
public struct EnemyAI : IComponentData { public EnemyState State; }
public struct DetectedByPlayer : IComponentData, IEnableableComponent { }
// Internal transitions via enum field; player detection via enableable

Read the full file on GitHub · 102 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 · 102 lines · 42 tokens per session scan A 93251536ac0c

Subscribe to this mod's changes

wave6-ecs-state-machine-design is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 938 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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