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 wave8-baker-dependency-registrationgit 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/wave8-baker-dependency-registration)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave8-baker-dependency-registration"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-baker-dependency-registration/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/wave8-baker-dependency-registration"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-baker-dependency-registration.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 | $0.00031 | $0.00860 |
| Opus 5.5 | $0.00012 | $0.00344 |
| Sonnet 5.5 | $0.00006 | $0.00172 |
| Haiku 4.5 | $0.00003 | $0.00086 |
Grade A, and why
wave8-baker-dependency-registration 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 — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Baker Dependency Registration — DependsOn
Intent
Register all external asset and component dependencies in a Baker so that incremental baking re-triggers correctly when referenced objects change.
Use When
- A Baker reads data from child GameObjects, referenced assets (ScriptableObjects, Textures, etc.), or other components not on the primary authoring GameObject
- Any data source that is not a direct serialized field on the primary authoring MonoBehaviour
Avoid When
- The Baker only reads from the primary authoring MonoBehaviour's own serialized fields — Unity registers those automatically
- The dependency is read via Baker API methods (GetComponent, GetComponentInChildren) which have their own automatic tracking
Senior Pattern
public class EnemyConfigBaker : Baker<EnemyConfigAuthoring>
{
public override void Bake(EnemyConfigAuthoring authoring)
{
// Reading a referenced asset — MUST call DependsOn:
DependsOn(authoring.ConfigAsset); // re-bake if ScriptableObject changes
// Reading child component via raw Unity API — MUST call DependsOn:
var childRenderer = authoring.GetComponentInChildren<MeshRenderer>();
DependsOn(childRenderer); // re-bake if childRenderer changes
// Reading via Baker API — automatically tracked, DependsOn not needed:
var rb = GetComponent<Rigidbody>(); // auto-tracked
var children = GetChildren(); // auto-tracked
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new EnemyConfig
{
Speed = authoring.ConfigAsset != null ? authoring.ConfigAsset.Speed : 0f,
HasRenderer = childRenderer != null
});
}
}
Auto-Tracked vs Manual DependsOn
| Access method | Auto-tracked? | DependsOn needed? |
|---|---|---|
| Direct serialized field on authoring | Yes | No |
GetComponent<T>() (Baker API) |
Yes | No |
authoring.someField.GetComponent<T>() (raw Unity API) |
No | Yes |
| Referenced ScriptableObject / asset | No | Yes |
authoring.transform.GetChild(0).GetComponent<T>() |
No | Yes |
| Static fields / singletons | Never | Cannot register |
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 · 83 lines · 31 tokens per session scan A 2cbdb1316204
wave8-baker-dependency-registration is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 31 tokens to every session and 860 once invoked, about $0.0001 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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