wave6-is-component-enabled-check

wave6-is-component-enabled-check is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 36 tokens per session (795 once invoked), scanned A, original, MIT.

A Unity ECS check that reports whether an enableable component is currently turned on for a particular entity.

In plain words
What is it for?
Use it before conditional actions such as picking up or dropping an object, or before changing another entity's enabled state.
Why use it?
It lets main-thread gameplay code branch on an entity's current state without treating a disabled component as absent.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it before conditional actions such as picking up or dropping an object, or before changing another entity's enabled state.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check
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-is-component-enabled-check
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-is-component-enabled-check

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check/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-is-component-enabled-check

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-is-component-enabled-check.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 795 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 $0.00036 $0.00795
Opus 5.5 $0.00014 $0.00318
Sonnet 5.5 $0.00007 $0.00159
Haiku 4.5 $0.00004 $0.00080

Measured 11d ago against content hash 367f02afc41f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave6-is-component-enabled-check 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-is-component-enabled-check/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

IsComponentEnabled — Main-Thread Enabled State Check

Intent

Check the current enabled state of an IEnableableComponent on a specific entity using EntityManager.IsComponentEnabled() for imperative main-thread branching.

Use When

  • Main-thread gameplay logic must branch on whether a component is enabled
  • Conditional logic reads enabled state before deciding to enable or disable
  • Single-entity check before an imperative sequence of SetComponentEnabled calls

Avoid When

  • Inside a parallel job — use EnabledRefRO in IJobEntity.Execute() instead
  • Checking every entity in a query — use query filters (WithAll, WithDisabled) instead; much more efficient

Senior Pattern

// Carry pickup/drop logic on main thread:
if (state.EntityManager.IsComponentEnabled<Carry>(playerEntity))
{
    // Player is currently carrying something — drop it
    var carry = state.EntityManager.GetComponentData<Carry>(playerEntity);
    state.EntityManager.SetComponentEnabled<Carry>(carry.Target, false);
    state.EntityManager.SetComponentEnabled<Carry>(playerEntity, false);
}
else
{
    // Find nearest available ball (Carry present but disabled):
    foreach (var (transform, entity) in
        SystemAPI.Query<RefRO<LocalTransform>>()
                 .WithDisabled<Carry>()
                 .WithEntityAccess())
    {
        if (IsNearest(transform.ValueRO.Position))
        {
            state.EntityManager.SetComponentEnabled<Carry>(entity, true);
            break;
        }
    }
}

// In-job form (read-only):
public void Execute(EnabledRefRO<Carry> carryEnabled, ref PickupDecision decision)
{
    decision.ShouldAttempt = !carryEnabled.ValueRO;
}

Anti-Patterns

  • Confusing HasComponent<T>(entity) with IsComponentEnabled<T>(entity) — HasComponent returns true even when the component is disabled; IsComponentEnabled returns the actual bit.
  • Calling on an entity that does not have the component at all — exception; use HasComponent<T> guard if structural presence is uncertain.
  • Using IsComponentEnabled in hot per-entity loops — use query filters (WithAll/WithDisabled) for bulk cases; O(1) per entity but unnecessary when query-level filtering can replace it.
  • Calling IsComponentEnabled without completing state.Dependency — jobs may still be writing the enabled bit; safety error.

Read the full file on GitHub · 79 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 · 79 lines · 36 tokens per session scan A 367f02afc41f

Subscribe to this mod's changes

wave6-is-component-enabled-check is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 795 once invoked, about $0.0001 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