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-object-ref-blittable-assetgit 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-object-ref-blittable-asset)<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/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-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>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 | $0.00058 | $0.00944 |
| Opus 5.5 | $0.00023 | $0.00378 |
| Sonnet 5.5 | $0.00012 | $0.00189 |
| Haiku 4.5 | $0.00006 | $0.00094 |
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.
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
}
}
}
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 · 94 lines · 58 tokens per session scan A 9a488878efd3
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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