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 wave7-add-component-object-hybrid-attachgit 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/wave7-add-component-object-hybrid-attach)<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/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/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>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 | $0.00043 | $0.00696 |
| Opus 5.5 | $0.00017 | $0.00278 |
| Sonnet 5.5 | $0.00009 | $0.00139 |
| Haiku 4.5 | $0.00004 | $0.00070 |
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.
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.
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 · 78 lines · 43 tokens per session scan A c4c8aacdc1af
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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