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-ecs-state-machine-designgit 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-ecs-state-machine-design)<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.
<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>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 | $0.00042 | $0.00938 |
| Opus 5.5 | $0.00017 | $0.00375 |
| Sonnet 5.5 | $0.00008 | $0.00188 |
| Haiku 4.5 | $0.00004 | $0.00094 |
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.
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
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 · 102 lines · 42 tokens per session scan A 93251536ac0c
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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