wave7-ecs-to-go-transform-sync

wave7-ecs-to-go-transform-sync is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 34 tokens per session (687 once invoked), scanned A, original, MIT.

A Unity ECS pattern that copies an entity's world position and rotation to a linked Unity GameObject's Transform every frame. A GameObject is Unity's traditional scene object.

In plain words
What is it for?
Use it to make a particle effect, audio source, or UI widget follow an ECS entity in a hybrid Unity project.
Why use it?
It connects ECS simulation with GameObjects used for effects, audio, or interface elements when those objects are not rendered entirely by ECS.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to make a particle effect, audio source, or UI widget follow an ECS entity in a hybrid Unity project.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave7-ecs-to-go-transform-sync
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-ecs-to-go-transform-sync
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
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Your own site · 80×15
<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>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 687 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 $0.00034 $0.00687
Opus 5.5 $0.00014 $0.00275
Sonnet 5.5 $0.00007 $0.00137
Haiku 4.5 $0.00003 $0.00069

Measured 11d ago against content hash 714b9305c8dc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/wave7-ecs-to-go-transform-sync/SKILL.md · 68 lines

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.

Read the full file on GitHub · 68 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 · 68 lines · 34 tokens per session scan A 714b9305c8dc

Subscribe to this mod's changes

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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