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-companion-go-lifecyclegit 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-companion-go-lifecycle)<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/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-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>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 | $0.00041 | $0.01015 |
| Opus 5.5 | $0.00016 | $0.00406 |
| Sonnet 5.5 | $0.00008 | $0.00203 |
| Haiku 4.5 | $0.00004 | $0.00102 |
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.
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();
}
}
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 · 111 lines · 41 tokens per session scan A 17dbee7c36be
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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