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 hamzabellouch/agent-skills --skill unity-csharp-architecture-and-ecsgit clone --depth 1 https://github.com/hamzabellouch/agent-skillsWrote 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/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs)<a href="https://agentmods.dev/skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs"><img src="https://agentmods.dev/badge/skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs/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/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs"><img src="https://agentmods.dev/badge/skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs.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 | $0.00054 | $0.02565 |
| Opus 5.5 | $0.00022 | $0.01026 |
| Sonnet 5.5 | $0.00011 | $0.00513 |
| Haiku 4.5 | $0.00005 | $0.00257 |
Grade A, and why
unity-csharp-architecture-and-ecs 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 1mo 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 — 330 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity C# Architecture & Data-Oriented ECS
This skill guide provides production-grade architectural patterns, memory management protocols, frame budget optimization techniques, and data-oriented design patterns for Unity applications using C#, Unity DOTS (Entities, Burst, C# Job System), and ScriptableObject-driven systems.
1. Architectural Patterns
1.1 Data-Oriented Design (DOTS / ECS) vs Object-Oriented Component Design
High-performance Unity engines split responsibilities based on memory access patterns:
- Object-Oriented (MonoBehaviour): Used for high-level lifecycle control, UI binding, scene bootstrapping, and editor tooling.
- Data-Oriented (ECS / Entities): Used for mass data processing (particles, projectiles, crowd simulation, terrain processing, spatial queries) where cache layout determines performance.
+-------------------------------------------------------------------+
| MonoBehaviour Layer |
| (Bootstrapping, UI Binding, Input Mapping, Authoring Components) |
+-------------------------------------------------------------------+
|
Baker System / Conversion World
v
+-------------------------------------------------------------------+
| Unity DOTS ECS World |
| Entity (ID) + IComponentData (Blittable) + ISystem (Burst-compiled) |
+-------------------------------------------------------------------+
1.2 ScriptableObject-Driven Architecture (Event Channels & Runtime Sets)
Decouple game systems without singletons using ScriptableObject event channels and runtime sets:
- Event Channel: ScriptableObjects acting as broadcast conduits. Subscribed listeners execute without direct reference to publishers.
- Runtime Set: ScriptableObjects holding dynamic lists of active game instances (e.g., active enemies, spatial triggers) avoiding
Object.FindObjectsOfType.
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.
- 1mo ago First seen · 330 lines · 54 tokens per session scan A 87a6964701a1
unity-csharp-architecture-and-ecs is a skill published in the GitHub repository hamzabellouch/agent-skills (8 stars, last pushed 11d ago), licensed MIT. It adds 54 tokens to every session and 2,565 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 2026-09-03.
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