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-ecs-to-go-transform-syncgit 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-ecs-to-go-transform-sync)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-ecs-to-go-transform-sync"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-ecs-to-go-transform-sync/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-ecs-to-go-transform-sync"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-ecs-to-go-transform-sync.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 | $0.00034 | $0.00687 |
| Opus 5.5 | $0.00014 | $0.00275 |
| Sonnet 5.5 | $0.00007 | $0.00137 |
| Haiku 4.5 | $0.00003 | $0.00069 |
Grade A, and why
wave7-ecs-to-go-transform-sync 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 — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECS-to-GO Transform Sync
Intent
Synchronize ECS entity world-space position/rotation to a companion GameObject's Transform each frame for hybrid rendering or audio.
Use When
- A companion GO (VFX particle system, audio source, UI widget) must track an ECS entity's world-space position without full ECS rendering
- Hybrid mode where some entities use GO rendering alongside ECS simulation
Avoid When
- The entity is rendered via Entities Graphics — LocalToWorld is consumed directly; no GO sync needed
- Entity count exceeds ~500 synced GOs — main-thread bottleneck; consider instanced rendering instead
Senior Pattern
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class CompanionTransformSyncSystem : SystemBase
{
protected override void OnUpdate()
{
foreach (var (l2w, go) in
SystemAPI.Query<RefRO<LocalToWorld>, UnityEngine.GameObject>())
{
if (go == null) continue; // guard against externally destroyed GOs
// SetPositionAndRotation is one native call — faster than separate .position/.rotation:
go.transform.SetPositionAndRotation(
l2w.ValueRO.Position,
l2w.ValueRO.Rotation);
}
}
}
Anti-Patterns
- Syncing Transform.position inside a job — Transform is a managed type; jobs cannot access it.
- Reading LocalTransform instead of LocalToWorld for world-space sync — LocalTransform is local-space; wrong for child entities in a hierarchy.
- Syncing in SimulationSystemGroup — GO Transform state is not simulation input; sync must run after simulation completes in PresentationSystemGroup.
- Syncing every frame at high entity counts (>500) without LOD or distance culling — main-thread bottleneck; profile explicitly.
- Omitting null guard — GO destroyed externally produces MissingReferenceException every frame.
Runtime Risks
- If the GO is destroyed externally (scene unload, Object.Destroy), the managed reference becomes null — null guard required.
- Transform sync reads LocalToWorld which is written by TransformSystemGroup — PresentationSystemGroup runs after TransformSystemGroup, so values are current-frame.
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 · 68 lines · 34 tokens per session scan A 714b9305c8dc
wave7-ecs-to-go-transform-sync is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 34 tokens to every session and 687 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.
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