wave7-managed-singleton-pattern

wave7-managed-singleton-pattern is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 35 tokens per session (698 once invoked), scanned A, original, MIT.

A Unity Entity Component System (ECS) pattern for storing one shared managed object, such as a service, asset, or configuration class, so systems can access it without passing it through constructors.

In plain words
What is it for?
Use it to make a ScriptableObject, service, or configuration asset available to multiple ECS systems through one entity.
Why use it?
It avoids repeating references to the same shared object across systems. It also distinguishes shared managed data from ordinary per-entity data.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to make a ScriptableObject, service, or configuration asset available to multiple ECS systems through one entity.

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

Made for: Claude Code.

Wrote 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.

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README.md
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Your own site
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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.

agentmods 80×15 button for wave7-managed-singleton-pattern

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-managed-singleton-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-managed-singleton-pattern.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 698 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 $0.00035 $0.00698
Opus 5.5 $0.00014 $0.00279
Sonnet 5.5 $0.00007 $0.00140
Haiku 4.5 $0.00003 $0.00070

Measured 11d ago against content hash ddba642b17a8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave7-managed-singleton-pattern 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-managed-singleton-pattern/SKILL.md · 77 lines

How it starts

The opening of the file, as written. The whole thing — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Managed Singleton Pattern

Intent

Store a single managed object (shared service, UnityEngine asset, or configuration class) as an ECS singleton accessible from systems without dependency injection.

Use When

  • A globally accessible managed object is needed that systems can read without passing references through constructors
  • A ScriptableObject, shared service class, or configuration asset must be accessible across multiple ECS systems

Avoid When

  • The singleton data is blittable — use a struct IComponentData singleton with SystemAPI.GetSingleton instead
  • The singleton changes per-entity — use class IComponentData per entity, not singleton

Senior Pattern

public class GameConfigManaged : IComponentData
{
    public GameConfigAsset Asset;  // ScriptableObject
}

// Bootstrap system — creates singleton once in OnCreate:
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class GameConfigBootstrapSystem : SystemBase
{
    public GameConfigAsset Config;  // assigned before world creation

    protected override void OnCreate()
    {
        var entity = EntityManager.CreateEntity();
        EntityManager.AddComponentObject(entity, new GameConfigManaged { Asset = Config });
        Enabled = false;  // run once
    }

    protected override void OnUpdate() { }
}

// Read from any non-Burst system:
var config = SystemAPI.ManagedAPI.GetSingleton<GameConfigManaged>();
int maxEnemies = config.Asset.MaxEnemies;

// Blittable singleton (for comparison — preferred when data is blittable):
var blittableConfig = SystemAPI.GetSingleton<GameConfigBlittable>();

Anti-Patterns

  • Using a static field as a substitute — bypasses ECS world lifecycle and teardown; static persists across domain reloads in Editor.
  • Creating multiple entities with the same managed singleton component — GetSingleton throws; use HasSingleton guard on bootstrap.
  • Accessing managed singleton inside Burst — compile error.
  • Storing singleton in a managed field on the system class itself — couples data to system lifetime; not accessible from other systems.

Read the full file on GitHub · 77 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 · 77 lines · 35 tokens per session scan A ddba642b17a8

Subscribe to this mod's changes

wave7-managed-singleton-pattern is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 698 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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