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-ecb-system-group-mismatchgit 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-ecb-system-group-mismatch)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave8-ecb-system-group-mismatch"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-ecb-system-group-mismatch/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-ecb-system-group-mismatch"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-ecb-system-group-mismatch.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 | $0.00037 | $0.00853 |
| Opus 5.5 | $0.00015 | $0.00341 |
| Sonnet 5.5 | $0.00007 | $0.00171 |
| Haiku 4.5 | $0.00004 | $0.00085 |
Grade A, and why
wave8-ecb-system-group-mismatch 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 — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECB System Group Mismatch — Wrong Playback Timing
Intent
Identify and fix bugs caused by using an ECB from the wrong system group, resulting in structural change commands executing at the wrong frame boundary.
Use When
- Diagnosing one-frame-late structural changes, components appearing/disappearing unexpectedly, or ECB playback order bugs
- Code review of any system that records ECB commands to an ECBSystem singleton
Avoid When
- Using a manually created ECB with explicit Playback — group mismatch only affects ECBSystem-owned buffers, not manual ECBs
Senior Pattern
// WRONG — EndSimulationECBSystem from within FixedStepSimulationSystemGroup:
// Commands play back after SimulationSystemGroup ends (variable rate), not after FixedStep ends
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
public partial struct FixedPhysicsReactionSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
// Wrong ECB system — playback happens at wrong frame boundary:
var ecbSystem = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSystem.CreateCommandBuffer(state.WorldUnmanaged);
}
}
// CORRECT — use the ECB system matching the enclosing group:
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
public partial struct FixedPhysicsReactionSystem : ISystem
{
public void OnUpdate(ref SystemState state)
{
var ecbSystem = SystemAPI.GetSingleton<EndFixedStepSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSystem.CreateCommandBuffer(state.WorldUnmanaged);
// Commands play back at end of FixedStepSimulationSystemGroup — correct timing
}
}
ECB System Selection Guide
| Enclosing System Group | Correct ECB System |
|---|---|
| InitializationSystemGroup | BeginInitializationEntityCommandBufferSystem or EndInitializationEntityCommandBufferSystem |
| SimulationSystemGroup | BeginSimulationEntityCommandBufferSystem or EndSimulationEntityCommandBufferSystem |
| FixedStepSimulationSystemGroup | EndFixedStepSimulationEntityCommandBufferSystem |
| PresentationSystemGroup | EndPresentationEntityCommandBufferSystem |
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 · 81 lines · 37 tokens per session scan A f3ba98c4f787
wave8-ecb-system-group-mismatch is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 37 tokens to every session and 853 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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