wave6-entity-manager-set-component-enabled

wave6-entity-manager-set-component-enabled is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 44 tokens per session (805 once invoked), scanned A, original, MIT.

A Unity ECS main-thread operation that immediately turns an enableable component on or off for one entity or for every entity matching a query.

In plain words
What is it for?
Use it for immediate gameplay state changes or for enabling or disabling a whole group of matching entities.
Why use it?
It provides a direct state change when gameplay code needs the result in the same frame, without deferred command-buffer processing.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for immediate gameplay state changes or for enabling or disabling a whole group of matching entities.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave6-entity-manager-set-component-enabled
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-entity-manager-set-component-enabled
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.

agentmods badge for wave6-entity-manager-set-component-enabled

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-entity-manager-set-component-enabled/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-entity-manager-set-component-enabled)
Your own site
<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.

agentmods 80×15 button for wave6-entity-manager-set-component-enabled

Your own site · 80×15
<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>
Per session 44 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 805 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 $0.00044 $0.00805
Opus 5.5 $0.00018 $0.00322
Sonnet 5.5 $0.00009 $0.00161
Haiku 4.5 $0.00004 $0.00081

Measured 11d ago against content hash 7cb2392cebf1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave6-entity-manager-set-component-enabled/SKILL.md · 78 lines

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.

Read the full file on GitHub · 78 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 · 78 lines · 44 tokens per session scan A 7cb2392cebf1

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens