wave7-unity-disable-managed-components-guard

wave7-unity-disable-managed-components-guard is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 45 tokens per session (736 once invoked), scanned A, original, MIT.

A Unity build guard that leaves managed ECS components and their systems out of builds where managed components are not supported, such as certain strict IL2CPP or stripped configurations.

In plain words
What is it for?
Use it to conditionally compile managed ECS data and provide a data-oriented fallback for platforms or configurations that define UNITY_DISABLE_MANAGED_COMPONENTS.
Why use it?
It lets one project support both managed-component and managed-component-free build targets. Without a guard, code using managed components can fail on restricted targets.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to conditionally compile managed ECS data and provide a data-oriented fallback for platforms or configurations that define UNITY_DISABLE_MANAGED_COMPONENTS.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave7-unity-disable-managed-components-guard
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-unity-disable-managed-components-guard
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-unity-disable-managed-components-guard"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-unity-disable-managed-components-guard.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 736 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 $0.00045 $0.00736
Opus 5.5 $0.00018 $0.00294
Sonnet 5.5 $0.00009 $0.00147
Haiku 4.5 $0.00005 $0.00074

Measured 11d ago against content hash 2442584489cd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave7-unity-disable-managed-components-guard 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-unity-disable-managed-components-guard/SKILL.md · 88 lines

How it starts

The opening of the file, as written. The whole thing — 88 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UNITY_DISABLE_MANAGED_COMPONENTS Guard

Intent

Conditionally compile out all managed IComponentData usage when building for platforms or configurations that prohibit managed components (IL2CPP strict, DOTS Runtime, or custom stripped builds).

Use When

  • The project must support both managed-component and managed-component-free build targets
  • A platform or build configuration defines UNITY_DISABLE_MANAGED_COMPONENTS

Avoid When

  • The project targets only the standard Unity player — the guard adds complexity without benefit
  • All builds will always support managed components — unnecessary conditional complexity

Senior Pattern

// Managed component and its system — guarded:
#if !UNITY_DISABLE_MANAGED_COMPONENTS

public class RenderDataManaged : IComponentData
{
    public Material OverrideMaterial;
}

[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class ManagedRenderSystem : SystemBase
{
    protected override void OnUpdate()
    {
        foreach (var data in SystemAPI.Query<RenderDataManaged>())
        {
            // apply override material
        }
    }
}

#endif

// Blittable fallback — always present in ALL build configurations:
public struct RenderDataBlittable : IComponentData
{
    public int MaterialIndex;  // index into a shared material array
}

// Systems consuming blittable data — no guard needed:
[BurstCompile]
public partial struct RenderCategoryJob : IJobEntity
{
    [BurstCompile]
    public void Execute(in RenderDataBlittable data, ref RenderTag tag)
    {
        tag.MaterialIndex = data.MaterialIndex;
    }
}

Anti-Patterns

  • Leaving managed component code unguarded in a project that enables UNITY_DISABLE_MANAGED_COMPONENTS — compile error at build time, not runtime.
  • Guarding only the component definition but not the systems that use it — partial compile failure; system references undefined type.
  • Using the guard as an excuse to defer designing a blittable alternative — always provide a blittable fallback; the guard is an opt-in overlay, not a design deferral.
  • Nesting guards inconsistently (#if in one file, #endif in another) — C# requires matched pairs per file.

Read the full file on GitHub · 88 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 · 88 lines · 45 tokens per session scan A 2442584489cd

Subscribe to this mod's changes

wave7-unity-disable-managed-components-guard is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 736 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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