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 Nice-Wolf-Studio/unity-claude-skills --skill unity-ecs-dotsgit clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-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/nice-wolf-studio/unity-claude-skills/unity-ecs-dots)<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ecs-dots"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ecs-dots.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00065 | $0.03857 |
| Opus 5 | $0.00032 | $0.01929 |
| Sonnet 5 | $0.00013 | $0.00771 |
| Haiku 4.5 | $0.00006 | $0.00386 |
Grade A, and why
unity-ecs-dots 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 8d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unity-ecs-dots — 100% identical, 0 lines differ
How it starts
The opening of the file, as written. The whole thing — 478 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ECS / DOTS (Data-Oriented Technology Stack)
Based on Unity 6.3 LTS (6000.3) -- Entities 1.3, Burst 1.8, Jobs package
Core Concepts
ECS (Entity Component System) is Unity's data-oriented framework. It replaces the GameObject/MonoBehaviour model with a cache-friendly, high-performance architecture.
ECS vs MonoBehaviour
| Aspect | MonoBehaviour | ECS |
|---|---|---|
| Identity | GameObject (heavy, managed) | Entity (lightweight int ID) |
| Data | Class fields on components | Unmanaged structs (IComponentData) |
| Logic | Methods on MonoBehaviour | Systems (ISystem / SystemBase) |
| Memory layout | Scattered across heap | Contiguous chunks by archetype |
| Threading | Main thread only | Jobs + Burst for parallel work |
Entities
Entities are lightweight identifiers (an index + version integer). They have no behavior and no data -- they are handles used to associate components.
Components (IComponentData)
Components are unmanaged structs with no methods. They hold only data.
using Unity.Entities;
public struct Speed : IComponentData
{
public float Value;
}
public struct Health : IComponentData
{
public float Current;
public float Max;
}
Archetypes and Chunks
An archetype is a unique combination of component types. All entities with the same set of components share an archetype. Entities are stored in chunks (16 KB blocks) grouped by archetype, enabling cache-efficient iteration.
World and EntityManager
A World contains an EntityManager and a set of systems. The default world is created automatically. EntityManager is the primary API for creating/destroying entities and adding/removing components.
Baking and SubScene Workflow
Baking converts authoring GameObjects into runtime entities. This is a one-way conversion that happens at build time or when a SubScene is loaded in the Editor.
Baker
using Unity.Entities;
// Authoring component (MonoBehaviour on GameObject)
public class SpeedAuthoring : MonoBehaviour
{
public float speed;
}
// Baker converts authoring data to ECS components
public class SpeedBaker : Baker<SpeedAuthoring>
{
public override void Bake(SpeedAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Speed { Value = authoring.speed });
}
}
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 8d ago First seen · 478 lines · 65 tokens per session scan A ffe72e7a39c2
unity-ecs-dots is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 65 tokens to every session and 3,857 once invoked, about $0.0003 per session on Opus 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 2026-08-30.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.