wave7-add-component-object-hybrid-attach

wave7-add-component-object-hybrid-attach is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 43 tokens per session (696 once invoked), scanned A, original, MIT.

A Unity ECS method for attaching a managed Unity object, such as a MonoBehaviour, ScriptableObject, or Animator, to an entity for use by ECS systems.

In plain words
What is it for?
Use it to drive a companion Animator, AudioSource, or other Unity object from an ECS system at bake time or runtime.
Why use it?
It allows ECS code to work with existing GameObject-based Unity objects when converting all their data to ECS is not suitable.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to drive a companion Animator, AudioSource, or other Unity object from an ECS system at bake time or runtime.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave7-add-component-object-hybrid-attach
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 wave7-add-component-object-hybrid-attach
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 wave7-add-component-object-hybrid-attach

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-add-component-object-hybrid-attach/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-add-component-object-hybrid-attach)
Your own site
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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 wave7-add-component-object-hybrid-attach

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-add-component-object-hybrid-attach"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-add-component-object-hybrid-attach.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 696 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 $0.00043 $0.00696
Opus 5.5 $0.00017 $0.00278
Sonnet 5.5 $0.00009 $0.00139
Haiku 4.5 $0.00004 $0.00070

Measured 11d ago against content hash c4c8aacdc1af, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave7-add-component-object-hybrid-attach 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/wave7-add-component-object-hybrid-attach/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.

AddComponentObject — Hybrid Managed Object Attachment

Intent

Attach a managed Unity object (MonoBehaviour, ScriptableObject, or any UnityEngine.Object subclass) to an ECS entity at runtime or bake time for hybrid access.

Use When

  • A system needs to read or write a MonoBehaviour component that lives on a companion GameObject linked to an entity
  • Animator, AudioSource, or other UnityEngine.Object must be driven per-entity from an ECS system

Avoid When

  • The data can be baked into a blittable IComponentData — prefer baking over runtime hybrid attachment
  • The attachment changes frequently at high entity counts — GC thrash

Senior Pattern

// Bake-time attachment (preferred — avoids runtime sync point):
public class HybridAuthoring : MonoBehaviour
{
    public Animator Animator;
}

public class HybridBaker : Baker<HybridAuthoring>
{
    public override void Bake(HybridAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.Dynamic);
        AddComponentObject(entity, authoring.Animator);  // UnityEngine.Object subclass
    }
}

// Read in non-Burst system (main thread only):
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class AnimationDriveSystem : SystemBase
{
    protected override void OnUpdate()
    {
        foreach (var animator in SystemAPI.Query<Animator>())
        {
            animator.SetTrigger("Attack");
        }
    }
}

// Runtime attachment (main thread only, triggers sync point):
entityManager.AddComponentObject(entity, someAnimator);

Anti-Patterns

  • Calling AddComponentObject at runtime inside a job — not allowed; main thread only.
  • Querying managed components inside [BurstCompile] systems — compile error.
  • Using AddComponentObject for data that changes every frame at high entity counts — GC thrash; use a blittable mirror component instead.
  • Forgetting DependsOn() in Baker when the attached object references other assets — incremental baking may miss changes.

Runtime Risks

  • Main-thread-only access; if the managed object is destroyed (GO destroyed externally), the reference becomes a missing reference exception — add null guard in the consuming system.
  • Runtime AddComponentObject triggers a structural change sync point — batch all attachments in InitializationSystemGroup.

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 · 43 tokens per session scan A c4c8aacdc1af

Subscribe to this mod's changes

wave7-add-component-object-hybrid-attach is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 43 tokens to every session and 696 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.

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