wave6-zero-data-enableable-signal

wave6-zero-data-enableable-signal is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 37 tokens per session (962 once invoked), scanned A, original, MIT.

A Unity ECS pattern for sending a simple on/off signal between systems. Unity ECS is a way to organize game data and game logic around entities and systems.

In plain words
What is it for?
Use it for signals such as repositioning needed, a user interface needing an update, or an artificial-intelligence alert. It also explains when a buffer or data-bearing component is more suitable.
Why use it?
It avoids event queues and buffer cleanup when the message only needs to say that something happened, without carrying extra data.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for signals such as repositioning needed, a user interface needing an update, or an artificial-intelligence alert. It also explains when a buffer or data-bearing component is more suitable.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal
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-zero-data-enableable-signal
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-zero-data-enableable-signal

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave6-zero-data-enableable-signal)
Your own site
<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.

agentmods 80×15 button for wave6-zero-data-enableable-signal

Your own site · 80×15
<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>
Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 962 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 $0.00037 $0.00962
Opus 5.5 $0.00015 $0.00385
Sonnet 5.5 $0.00007 $0.00192
Haiku 4.5 $0.00004 $0.00096

Measured 11d ago against content hash c0729985565f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave6-zero-data-enableable-signal/SKILL.md · 103 lines

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);
        }
    }
}

Read the full file on GitHub · 103 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 · 103 lines · 37 tokens per session scan A c0729985565f

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

profiling

Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.

kevinpbuckley/VibeUE · 57 tokens

unity-performance-and-gc

Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.

makifbaysal/tasktrooper · 76 tokens

web-game-performance-and-testing

Use when working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded…

makifbaysal/tasktrooper · 87 tokens

game-performance-budget

Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.

makifbaysal/tasktrooper · 53 tokens

tune-performance

Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summergetdiagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on…

SummerEngine/summer-engine-agent · 94 tokens

technical-artist

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".

buiphucminhtam/forgewright · 54 tokens