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-is-component-enabled-checkgit 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-is-component-enabled-check)<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.
<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>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 | $0.00036 | $0.00795 |
| Opus 5.5 | $0.00014 | $0.00318 |
| Sonnet 5.5 | $0.00007 | $0.00159 |
| Haiku 4.5 | $0.00004 | $0.00080 |
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.
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)withIsComponentEnabled<T>(entity)— HasComponent returnstrueeven 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.
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 · 79 lines · 36 tokens per session scan A 367f02afc41f
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.
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