wave7-unity-object-ref-blittable-asset

wave7-unity-object-ref-blittable-asset is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 58 tokens per session (944 once invoked), scanned A, original, MIT.

A Unity ECS pattern for keeping a reference to an asset such as a texture, sound, mesh, or sprite inside a compact entity component. ECS (Entity Component System) stores data in groups and processes it through jobs.

In plain words
What is it for?
Use it for per-entity sprites, audio clips, meshes, or material overrides that must be stored in ECS chunks and later used by main-thread code.
Why use it?
It lets each entity carry an asset reference without turning the component into a class. The asset can travel through ECS data and jobs, while the actual asset access remains on the main thread.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for per-entity sprites, audio clips, meshes, or material overrides that must be stored in ECS chunks and later used by main-thread code.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave7-unity-object-ref-blittable-asset
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-object-ref-blittable-asset
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 · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave7-unity-object-ref-blittable-asset"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave7-unity-object-ref-blittable-asset.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 944 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 $0.00058 $0.00944
Opus 5.5 $0.00023 $0.00378
Sonnet 5.5 $0.00012 $0.00189
Haiku 4.5 $0.00006 $0.00094

Measured 11d ago against content hash 9a488878efd3, 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-object-ref-blittable-asset 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-object-ref-blittable-asset/SKILL.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UnityObjectRef — Blittable Asset Reference

Intent

Store a reference to a UnityEngine.Object (Texture2D, AudioClip, Mesh, Sprite, etc.) in a blittable struct IComponentData so it can be stored in ECS chunks and passed through job structs without making the component a class.

Use When

  • A per-entity asset reference is needed in a struct component (sprite per unit, audio clip per entity, material override)
  • The asset reference must be stored in chunk memory for cache-efficient access
  • Asset identity must be carried through the ECS pipeline to a point-of-use on the main thread

Avoid When

  • The asset reference is only needed on the main thread — AddComponentObject with class IComponentData is simpler
  • Hot-path Burst code that dereferences the asset every frame — UnityObjectRef.Value access is main-thread only

Senior Pattern

public struct SpriteReference : IComponentData
{
    public UnityObjectRef<Sprite> Sprite;  // blittable (stores instance ID as int)
}

// Baker — implicit conversion from Sprite to UnityObjectRef<Sprite>:
public class SpriteReferenceBaker : Baker<SpriteReferenceAuthoring>
{
    public override void Bake(SpriteReferenceAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.None);
        AddComponent(entity, new SpriteReference
        {
            Sprite = authoring.Sprite  // implicit conversion
        });
        DependsOn(authoring.Sprite);  // register asset dependency for incremental baking
    }
}

// Read asset identity in a job (blittable — safe to copy into job struct):
[BurstCompile]
public partial struct CategorizeJob : IJobEntity
{
    [BurstCompile]
    public void Execute(in SpriteReference spriteRef, ref RenderCategory category)
    {
        // UnityObjectRef carries instance ID — compare identity without dereferencing:
        category.IsHero = spriteRef.Sprite == heroSpriteRef;
    }
}

// Dereference to actual asset on main thread (point-of-use only):
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class ApplySpriteSystem : SystemBase
{
    protected override void OnUpdate()
    {
        foreach (var (spriteRef, renderer) in
            SystemAPI.Query<RefRO<SpriteReference>, SpriteRenderer>())
        {
            renderer.sprite = spriteRef.ValueRO.Sprite.Value;  // main thread only
        }
    }
}

Read the full file on GitHub · 94 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 · 94 lines · 58 tokens per session scan A 9a488878efd3

Subscribe to this mod's changes

wave7-unity-object-ref-blittable-asset is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 58 tokens to every session and 944 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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