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-unity-disable-managed-components-guardgit 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-unity-disable-managed-components-guard)<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/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-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>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 | $0.00045 | $0.00736 |
| Opus 5.5 | $0.00018 | $0.00294 |
| Sonnet 5.5 | $0.00009 | $0.00147 |
| Haiku 4.5 | $0.00005 | $0.00074 |
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.
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.
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 · 88 lines · 45 tokens per session scan A 2442584489cd
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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