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-entity-manager-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-entity-manager-set-component-enabled)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-entity-manager-set-component-enabled"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-entity-manager-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-entity-manager-set-component-enabled"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-entity-manager-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 | $0.00044 | $0.00805 |
| Opus 5.5 | $0.00018 | $0.00322 |
| Sonnet 5.5 | $0.00009 | $0.00161 |
| Haiku 4.5 | $0.00004 | $0.00081 |
Grade A, and why
wave6-entity-manager-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 — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.
EntityManager.SetComponentEnabled — Immediate Main-Thread Toggle
Intent
Immediately enable or disable an IEnableableComponent on one entity or all entities matching a query using EntityManager.SetComponentEnabled or SystemAPI.SetComponentEnabled on the main thread.
Use When
- Immediate state change needed on main thread (no deferred overhead, no one-frame delay)
- Batch enable/disable of all entities matching a query in a single call
- Imperative gameplay logic that must branch and change enabled state in the same frame
Avoid When
- Inside a parallel job — use ECB.SetComponentEnabled or EnabledRefRW
- Inside a foreach iterating the same entities — invalidates query iterator mid-iteration; use ECB to defer
Senior Pattern
// Single entity (immediate):
SystemAPI.SetComponentEnabled<ActiveBehavior>(entity, true);
// Batch query (all entities matching query, immediate — O(chunks) not O(entities)):
EntityQuery spinQuery = SystemAPI.QueryBuilder().WithAll<Spin>().Build();
state.EntityManager.SetComponentEnabled<Spin>(spinQuery, false);
// Conditional branch using IsComponentEnabled (not HasComponent):
if (state.EntityManager.IsComponentEnabled<Carry>(playerEntity))
{
// drop carried object
var carry = state.EntityManager.GetComponentData<Carry>(playerEntity);
state.EntityManager.SetComponentEnabled<Carry>(carry.Target, false);
state.EntityManager.SetComponentEnabled<Carry>(playerEntity, false);
}
else
{
// pick up nearest available ball
foreach (var (_, entity) in
SystemAPI.Query<RefRO<LocalTransform>>()
.WithDisabled<Carry>()
.WithEntityAccess())
{
state.EntityManager.SetComponentEnabled<Carry>(entity, true);
break;
}
}
Anti-Patterns
- Calling SetComponentEnabled inside a foreach iterating the same entity — modifies chunk bitmask mid-iteration; causes iterator corruption; always use ECB to defer.
- Calling without completing state.Dependency first — jobs may still be reading/writing the component; triggers safety error.
- Calling on an entity that does not have the component — exception; use HasComponent guard if uncertain.
- Using HasComponent to check if behavior is active — use IsComponentEnabled; HasComponent returns true even when disabled.
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 · 78 lines · 44 tokens per session scan A 7cb2392cebf1
wave6-entity-manager-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 44 tokens to every session and 805 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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