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-system-api-managed-api-querygit 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-system-api-managed-api-query)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-system-api-managed-api-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-system-api-managed-api-query/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-system-api-managed-api-query"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-system-api-managed-api-query.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 | $0.00791 |
| Opus 5.5 | $0.00016 | $0.00316 |
| Sonnet 5.5 | $0.00008 | $0.00158 |
| Haiku 4.5 | $0.00004 | $0.00079 |
Grade A, and why
wave7-system-api-managed-api-query 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 — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SystemAPI.ManagedAPI — Managed Component Query
Intent
Query managed IComponentData and UnityEngine components from ECS systems using the correct non-Burst API surface (SystemAPI.ManagedAPI or SystemAPI.Query for managed types).
Use When
- A system needs to read or write managed components (class IComponentData or MonoBehaviour attachments) per-entity
- Singleton managed component access is needed via ManagedAPI.GetSingleton
Avoid When
- The system is [BurstCompile] — managed API access is illegal inside Burst; compile error
- High-frequency per-entity access at large entity counts — managed queries are main-thread only bottleneck
Senior Pattern
// Non-Burst SystemBase in PresentationSystemGroup:
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class HybridSyncSystem : SystemBase
{
protected override void OnUpdate()
{
// Query managed + blittable components together:
foreach (var (animator, transform) in
SystemAPI.Query<Animator, RefRO<LocalToWorld>>())
{
animator.transform.SetPositionAndRotation(
transform.ValueRO.Position,
transform.ValueRO.Rotation);
}
}
}
// ManagedAPI for explicit managed singleton access:
var config = SystemAPI.ManagedAPI.GetSingleton<GameConfigManaged>();
int maxEnemies = config.Asset.MaxEnemies;
// ManagedAPI per-entity query:
foreach (var go in SystemAPI.ManagedAPI.Query<UnityEngine.GameObject>())
{
go.SetActive(true);
}
// Mixing managed class component with blittable struct component in one query:
foreach (var (spriteData, health) in
SystemAPI.Query<ManagedSpriteData, RefRO<Health>>())
{
if (health.ValueRO.Current <= 0)
spriteData.Sprite = deadSprite;
}
Anti-Patterns
- Calling SystemAPI.Query() inside [BurstCompile] — compile error.
- Mixing managed and unmanaged component access in the same Burst job — not possible; fails at compile.
- Using
Entities.ForEachwith managed components — deprecated; use SystemBase with SystemAPI.Query. - Calling SystemAPI.ManagedAPI inside ISystem (struct system) — ManagedAPI requires SystemBase context or main-thread ISystem; ensure system is not Burst-compiled.
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 · 85 lines · 41 tokens per session scan A a9330c5152c6
wave7-system-api-managed-api-query 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 791 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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