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 makifbaysal/tasktrooper --skill unity-dots-ecsgit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/unity-dots-ecs)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unity-dots-ecs"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-dots-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/makifbaysal/tasktrooper/unity-dots-ecs"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-dots-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 | $0.00068 | $0.01521 |
| Opus 5.5 | $0.00027 | $0.00608 |
| Sonnet 5.5 | $0.00014 | $0.00304 |
| Haiku 4.5 | $0.00007 | $0.00152 |
Grade A, and why
unity-dots-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 4d 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 — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity DOTS / ECS
Overview
Unity's Entities package stores data in tightly packed chunks and runs Burst-compiled jobs over it in parallel. It scales to tens of thousands of entities where GameObjects choke — and it makes simple gameplay code more verbose. Use it where the scale needs it, follow the project's existing split between GameObjects and entities, and never introduce DOTS into a GameObject project on your own initiative.
Core principle: Components are plain data, systems are Burst-compiled ISystems scheduling jobs, and structural changes go through an entity command buffer.
When it is worth it
| Situation | Use |
|---|---|
| Thousands of similar units, projectiles, boids, crowd agents | ECS (or Jobs + Burst over native arrays first) |
| Heavy simulation with little per-object uniqueness | ECS |
| UI, menus, a handful of characters, bespoke scripted moments | GameObjects |
| Mixed game | Hybrid: entities for the swarm, GameObjects for the player, UI and cameras |
The pieces
// Data: unmanaged structs
public struct Speed : IComponentData { public float Value; }
public struct Target : IComponentData { public float3 Position; }
// Authoring + baking: designers edit a MonoBehaviour in a subscene; the baker turns it into components
public sealed class SpeedAuthoring : MonoBehaviour {
public float value = 5f;
sealed class Baker : Baker<SpeedAuthoring> {
public override void Bake(SpeedAuthoring a) {
var e = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(e, new Speed { Value = a.value });
}
}
}
// Behaviour: a Burst-compiled ISystem scheduling a parallel IJobEntity
[BurstCompile]
public partial struct SeekSystem : ISystem {
[BurstCompile] public void OnCreate(ref SystemState state) => state.RequireForUpdate<Speed>();
[BurstCompile] public void OnUpdate(ref SystemState state) {
new SeekJob { Dt = SystemAPI.Time.DeltaTime }.ScheduleParallel();
}
}
[BurstCompile]
partial struct SeekJob : IJobEntity {
public float Dt;
void Execute(ref LocalTransform transform, in Speed speed, in Target target) {
var to = target.Position - transform.Position;
var dist = math.length(to);
if (dist > 0.01f) transform.Position += to / dist * math.min(speed.Value * Dt, dist);
}
}
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.
- 4d ago First seen · 129 lines · 68 tokens per session scan A e43e957163af
unity-dots-ecs is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 68 tokens to every session and 1,521 once invoked, about $0.0003 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 2026-10-09.
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