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 sonereraslan/local-marketplace --skill unity-ecs-patternsgit clone --depth 1 https://github.com/sonereraslan/local-marketplaceWrote 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/sonereraslan/local-marketplace/unity-ecs-patterns)<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-ecs-patterns"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-ecs-patterns/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/sonereraslan/local-marketplace/unity-ecs-patterns"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-ecs-patterns.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 | $0.00129 | $0.01557 |
| Opus 5 | $0.00064 | $0.00779 |
| Sonnet 5 | $0.00026 | $0.00311 |
| Haiku 4.5 | $0.00013 | $0.00156 |
Grade A, and why
unity-ecs-patterns 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 9d 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 — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ECS Patterns
Production patterns for Unity DOTS: Entity Component System, Job System, and Burst Compiler
When to Use This Skill
- Building high-performance Unity games with DOTS
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimising CPU-bound game logic
- Converting MonoBehaviour/OOP code to ECS
- Using the Job System and Burst Compiler for parallelism
ECS vs OOP — When to Use Which
| Aspect | MonoBehaviour / OOP | ECS / DOTS |
|---|---|---|
| Data layout | Object-oriented (scattered) | Data-oriented (contiguous) |
| Memory access | Cache-unfriendly | Cache-friendly |
| Processing | Per-object | Batched by archetype |
| Scaling | Degrades with count | Linear scaling |
| Best for | Complex behaviours, editor tools | Mass simulation, performance-critical paths |
Rule of thumb: Use MonoBehaviour for game logic that runs on a handful of objects. Use ECS when you need hundreds or thousands of the same thing processed every frame.
Core Concepts
Entity — Lightweight ID only (no data, no behaviour)
Component — Pure data struct, no methods (IComponentData)
System — Logic that queries and processes components (ISystem)
World — Container that owns all entities and systems
Archetype — A unique combination of component types
Chunk — 16KB memory block holding all entities of the same archetype
Component Types
| Type | Interface | Use for |
|---|---|---|
| Data component | IComponentData |
Per-entity data (Speed, Health, Position) |
| Tag component | IComponentData (zero-size) |
Filtering queries without data (EnemyTag) |
| Buffer component | IBufferElementData |
Variable-length array per entity (inventory) |
| Shared component | ISharedComponentData |
Groups entities by value (TeamId, MaterialId) |
| Enableable component | IEnableableComponent |
Toggle on/off without structural change |
| Singleton component | IComponentData |
One entity, global access via SystemAPI.GetSingleton<T>() |
What ships with it
1 file 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.
- 9d ago First seen · 143 lines · 129 tokens per session scan A 2a3c003a2619
unity-ecs-patterns is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 4mo ago), licensed MIT. It adds 129 tokens to every session and 1,557 once invoked, about $0.0006 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 2026-08-31.
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