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-zero-data-enableable-signalgit 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-zero-data-enableable-signal)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal/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-zero-data-enableable-signal"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal.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 | $0.00037 | $0.00962 |
| Opus 5.5 | $0.00015 | $0.00385 |
| Sonnet 5.5 | $0.00007 | $0.00192 |
| Haiku 4.5 | $0.00004 | $0.00096 |
Grade A, and why
wave6-zero-data-enableable-signal 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 — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Zero-Data Enableable Signal — Inter-System Signaling
Intent
Use a zero-field IEnableableComponent as a single-bit signal between producer and consumer systems, avoiding event queues and DynamicBuffer cleanup overhead.
Use When
- One system signals another that a condition occurred (repositioning needed, UI dirty, AI alert)
- Signal is boolean (happened / not happened) and carries no data payload
- Producer and consumer are on different systems with defined execution order
Avoid When
- Signal must carry a data payload — use a separate IComponentData field or DynamicBuffer element
- Multiple independent signals of same type can occur in the same frame — a single bit cannot distinguish count; use DynamicBuffer for counted/multi-signal
- Multiple producers write to the same entity's signal — last write wins; use DynamicBuffer for multi-producer scenarios
Senior Pattern
// Zero-size signal component:
public struct RepositionNeeded : IComponentData, IEnableableComponent { }
// Baker: add signal component (starts disabled):
public override void Bake(TeamAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent<RepositionNeeded>(entity);
SetComponentEnabled<RepositionNeeded>(entity, false);
}
// Producer system — sets signal:
[UpdateInGroup(typeof(SimulationSystemGroup))]
[BurstCompile]
public partial struct TeamEventSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (teamData, entity) in
SystemAPI.Query<RefRO<TeamData>>().WithEntityAccess())
{
if (teamData.ValueRO.NeedsReposition)
SystemAPI.SetComponentEnabled<RepositionNeeded>(entity, true);
}
}
}
// Consumer system — reacts and MUST clear signal:
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(TeamEventSystem))]
[BurstCompile]
public partial struct RepositionSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (transform, entity) in
SystemAPI.Query<RefRW<LocalTransform>>()
.WithAll<RepositionNeeded>()
.WithEntityAccess())
{
// handle repositioning
DoReposition(ref transform.ValueRW);
// MUST clear signal — consumer owns signal clearing:
SystemAPI.SetComponentEnabled<RepositionNeeded>(entity, false);
}
}
}
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 · 103 lines · 37 tokens per session scan A c0729985565f
wave6-zero-data-enableable-signal is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 37 tokens to every session and 962 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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unity-performance-and-gc
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technical-artist
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".