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 TheArcForge/Hades --skill unity-ecsgit clone --depth 1 https://github.com/TheArcForge/HadesWrote 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/thearcforge/hades/unity-ecs)<a href="https://agentmods.dev/skills/thearcforge/hades/unity-ecs"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-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/thearcforge/hades/unity-ecs"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-ecs.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00034 | $0.05930 |
| Opus 5.5 | $0.00014 | $0.02372 |
| Sonnet 5.5 | $0.00007 | $0.01186 |
| Haiku 4.5 | $0.00003 | $0.00593 |
Grade A, and why
unity-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 — 694 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity ECS / DOTS
Decision framework for adopting Unity's Data-Oriented Technology Stack. Covers when ECS, Jobs, and Burst deliver meaningful value vs. when they add cost without benefit, how to apply each layer independently, and a proven incremental migration path from MonoBehaviour to full ECS.
When to Apply
Activate when the conversation involves:
- Evaluating whether to use ECS, Jobs, or Burst for a new system
- A MonoBehaviour simulation that is hitting CPU performance limits
- Questions about
IComponentData,SystemBase,ISystem,IJobParallelFor, orBurstCompile - Deciding on a hybrid approach (MonoBehaviour logic driving entity data via Baking)
- Migrating an existing MonoBehaviour-based system toward DOTS
- Any mention of entity counts in the thousands or tens of thousands
- NativeContainer allocation or disposal questions
Do NOT activate for general performance questions not involving entities — those go to hades:unity-performance. Do NOT activate for architecture questions about scene or prefab structure — those go to hades:unity-architect.
Project Context Check
Before making ECS recommendations, gather context so advice matches the actual project state.
-
Check for existing ECS usage:
- Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "IComponentData", edgeTargetKind: "Class")— reveals whether ECS components already exist. If they do, advice must be consistent with those patterns. - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "SystemBase", edgeTargetKind: "Class")and the same withedgeTargetNamePattern: "ISystem"— identifies existing ECS systems. Presence ofISystem(unmanaged) suggests a performance-first stance;SystemBasesuggests an earlier adoption or more managed-style code.
- Call
-
Understand project scale and targets:
- Call
get_project_summary()— reveals platform targets (mobile vs. PC/console), project age, and team size. ECS has a steep learning curve; on a solo mobile project with a 6-month timeline, it is rarely appropriate.
- Call
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 · 694 lines · 34 tokens per session scan A d77a537cec8f
unity-ecs is a skill published in the GitHub repository TheArcForge/Hades (29 stars, last pushed 1mo ago), licensed MIT. It adds 34 tokens to every session and 5,930 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 2026-08-30.
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