wave7-companion-go-lifecycle

wave7-companion-go-lifecycle is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 41 tokens per session (1,015 once invoked), scanned A, original, MIT.

A Unity ECS pattern for pairing an entity with a regular Unity GameObject and keeping the two in sync. GameObjects are Unity's traditional objects, often used for effects, sound, or interface elements.

In plain words
What is it for?
Use it when an entity needs a GameObject for visual effects, audio, or user-interface work that ECS rendering cannot provide. It covers marking, spawning, syncing, and destroying the companion.
Why use it?
It gives creation, synchronization, and destruction a clear order, reducing mismatches between an ECS entity and its companion object.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when an entity needs a GameObject for visual effects, audio, or user-interface work that ECS rendering cannot provide. It covers marking, spawning, syncing, and destroying the companion.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave7-companion-go-lifecycle
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-companion-go-lifecycle
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-companion-go-lifecycle"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-companion-go-lifecycle.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,015 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 $0.00041 $0.01015
Opus 5.5 $0.00016 $0.00406
Sonnet 5.5 $0.00008 $0.00203
Haiku 4.5 $0.00004 $0.00102

Measured 11d ago against content hash 17dbee7c36be, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave7-companion-go-lifecycle 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-companion-go-lifecycle/SKILL.md · 111 lines

How it starts

The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Companion GO Lifecycle — Marker/Spawn/Sync/Destroy

Intent

Manage the full creation, synchronization, and destruction lifecycle of a companion GameObject paired with an ECS entity using the four-phase marker/spawn/sync/destroy pattern.

Use When

  • An entity needs a companion GO for VFX, audio, or UI that cannot be rendered by Entities Graphics
  • Companion GO must be created and destroyed in sync with ECS entity lifecycle

Avoid When

  • Pure ECS rendering via Entities Graphics is sufficient — companion GOs add main-thread cost and GC pressure
  • The companion GO count is very high (>500) — main-thread instantiation and sync become bottlenecks

Senior Pattern

// Marker component (baked or added at runtime):
public struct CompanionGoNeeded : IComponentData { }

// Reference component (added after spawn):
public struct CompanionGoRef : IComponentData
{
    public UnityObjectRef<GameObject> Go;
}

// PHASE 1 — SPAWN: create GO when marker present, ref absent:
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class CompanionGoSpawnSystem : SystemBase
{
    protected override void OnUpdate()
    {
        var ecb = new EntityCommandBuffer(Allocator.Temp);

        foreach (var (_, entity) in
            SystemAPI.Query<RefRO<CompanionGoNeeded>>()
                     .WithNone<CompanionGoRef>()
                     .WithEntityAccess())
        {
            var go = new GameObject("Companion_" + entity.Index);
            ecb.AddComponent(entity, new CompanionGoRef { Go = go });
            ecb.RemoveComponent<CompanionGoNeeded>(entity);
        }

        ecb.Playback(EntityManager);
        ecb.Dispose();
    }
}

// PHASE 2 — SYNC: update GO transform every frame (PresentationSystemGroup):
// See wave7-ecs-to-go-transform-sync.md

// PHASE 3 — DESTROY: clean up GO when ref present but entity marked for removal:
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class CompanionGoDestroySystem : SystemBase
{
    protected override void OnUpdate()
    {
        var ecb = new EntityCommandBuffer(Allocator.Temp);

        // ICleanupComponentData pattern — entity destroyed but CompanionGoRef remains:
        foreach (var (goRef, entity) in
            SystemAPI.Query<RefRO<CompanionGoRef>>()
                     .WithNone<CompanionGoNeeded>()
                     .WithEntityAccess())
        {
            var go = goRef.ValueRO.Go.Value;
            if (go != null)
                UnityEngine.Object.Destroy(go);

            ecb.RemoveComponent<CompanionGoRef>(entity);
        }

        ecb.Playback(EntityManager);
        ecb.Dispose();
    }
}

Read the full file on GitHub · 111 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 · 111 lines · 41 tokens per session scan A 17dbee7c36be

Subscribe to this mod's changes

wave7-companion-go-lifecycle is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 1,015 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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