[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KG86KGBTQ3HB9C7STQH5R2":3,"skill-same:01M6KG86KGBTQ3HB9C7STQH5R2":64},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":34,"linkOnly":35,"markdownContent":36,"markdownBody":37,"frontMatter":38,"refName":43,"commitSha":44,"skillDirectory":45,"forksCount":46,"repositoryHtmlUrl":47,"repositoryHomepageUrl":6,"ownerHtmlUrl":48,"ownerBlogUrl":6,"ownerDescription":49,"updatedAt":50,"install":51,"resources":63},"01M6KG86KGBTQ3HB9C7STQH5R2","tag-component",null,"Mark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.","dyCuong03\u002Funity-agent-team","dyCuong03","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F137050365?v=4","01M6KFXC85HQHXZJC2VC1KY6EZ","CuongND","01M6KFXCCHP6CD5MTA8NECJC36",8,"MIT","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-dots\u002Ftag-component\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33],"component","tag component","components","core","state","chunk","ZeRO","data","dispatch","query","with","mark","true","entity","overhead","2026-11-10 10:12:30",false,"﻿---\nname: tag-component\ndescription: Mark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.\ntags: [core, components]\nmetadata:\n  internal-only: true\n  tier: 3\n---\n\n# Tag Component\n\n## Intent\nMark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.\n\n## Use When\nBoolean, infrequently-changing state that drives which systems include or exclude an entity. Scene activation, feature flags, event signals, state labels.\n\n## Avoid When\nThe state changes every frame or many times per second — structural change cost is non-trivial at high frequency. Use IEnableableComponent instead.\n\n## Senior Pattern\n- Empty struct implementing IComponentData.\n- Add\u002Fremove via ECB, never during iteration.\n- Use RequireForUpdate\u003CT> to gate systems on tag presence.\n- Use WithAll\u003CT>\u002FWithNone\u003CT> in queries to filter on tag.\n\n## Code Template\n```csharp\npublic struct IsActiveEnemy : IComponentData { }\n\n\u002F\u002F Gate a system on tag existence:\nstate.RequireForUpdate\u003CIsActiveEnemy>();\n\n\u002F\u002F Filter query — only entities that have IsActiveEnemy:\nforeach (var transform in\n    SystemAPI.Query\u003CRefRW\u003CLocalTransform>>().WithAll\u003CIsActiveEnemy>())\n{ }\n\n\u002F\u002F Add via ECB (safe from job):\necb.AddComponent\u003CIsActiveEnemy>(entity);\n```\n\n## Anti-Patterns\n- Adding and removing a tag every frame on many entities — causes per-frame archetype migrations and chunk allocations.\n- Using a tag where the actual state needs a value — unnecessary structural change when a field on an existing component would do.\n- Checking tag presence via EntityManager.HasComponent in a per-entity loop — use query filters instead.\n\n## Runtime Risks\n- High-frequency add\u002Fremove of tags on large entity populations: archetype churn, chunk fragmentation, GC pressure from chunk reallocation.\n\n## Performance Notes\n- Zero bytes in chunk. Adding the tag moves the entity to a different archetype chunk — one-time cost per transition.\n- Query filter on tag presence is O(archetypes), not O(entities).\n\n## Architecture Guidance\nTags represent stable states with infrequent transitions. Design entity lifecycles around a small number of meaningful archetype states, not a high-churn tag soup.\n","# Tag Component\n\n## Intent\nMark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.\n\n## Use When\nBoolean, infrequently-changing state that drives which systems include or exclude an entity. Scene activation, feature flags, event signals, state labels.\n\n## Avoid When\nThe state changes every frame or many times per second — structural change cost is non-trivial at high frequency. Use IEnableableComponent instead.\n\n## Senior Pattern\n- Empty struct implementing IComponentData.\n- Add\u002Fremove via ECB, never during iteration.\n- Use RequireForUpdate\u003CT> to gate systems on tag presence.\n- Use WithAll\u003CT>\u002FWithNone\u003CT> in queries to filter on tag.\n\n## Code Template\n```csharp\npublic struct IsActiveEnemy : IComponentData { }\n\n\u002F\u002F Gate a system on tag existence:\nstate.RequireForUpdate\u003CIsActiveEnemy>();\n\n\u002F\u002F Filter query — only entities that have IsActiveEnemy:\nforeach (var transform in\n    SystemAPI.Query\u003CRefRW\u003CLocalTransform>>().WithAll\u003CIsActiveEnemy>())\n{ }\n\n\u002F\u002F Add via ECB (safe from job):\necb.AddComponent\u003CIsActiveEnemy>(entity);\n```\n\n## Anti-Patterns\n- Adding and removing a tag every frame on many entities — causes per-frame archetype migrations and chunk allocations.\n- Using a tag where the actual state needs a value — unnecessary structural change when a field on an existing component would do.\n- Checking tag presence via EntityManager.HasComponent in a per-entity loop — use query filters instead.\n\n## Runtime Risks\n- High-frequency add\u002Fremove of tags on large entity populations: archetype churn, chunk fragmentation, GC pressure from chunk reallocation.\n\n## Performance Notes\n- Zero bytes in chunk. Adding the tag moves the entity to a different archetype chunk — one-time cost per transition.\n- Query filter on tag presence is O(archetypes), not O(entities).\n\n## Architecture Guidance\nTags represent stable states with infrequent transitions. Design entity lifecycles around a small number of meaningful archetype states, not a high-churn tag soup.\n",{"name":5,"tags":39,"metadata":40,"description":7},[22,21],{"tier":41,"internal-only":42},3,true,"main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2",".claude\u002Fskills\u002Funity-dots\u002Ftag-component",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":8,"skillName":5,"commands":52,"prompt":62,"zipAvailable":42},[53,56,59],{"tool":54,"command":55},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill tag-component",{"tool":57,"command":58},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill tag-component",{"tool":60,"command":61},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill tag-component","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-dots\u002Ftag-component\u002FSKILL.md",[],[65,90,112,135,155,176],{"skillNo":66,"name":67,"nameZh":6,"description":68,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":69,"categories":70,"keywords":71,"publishedAt":34},"01M6KH55FFS00ET877QSMRYGX4","dots-update-groups","How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup \u002F SimulationSystemGroup \u002F PresentationSystemGroup \u002F FixedStepSimulationSystemGroup \u002F VariableRateSimulationSystemGroup, UpdateBefore \u002F UpdateAfter peer ordering, OrderFirst \u002F OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing \"value visible one frame late\" bugs, or coupling simulation to a fixed timestep.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-update-groups\u002FSKILL.md",[],[72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89],"update","dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":91,"name":92,"nameZh":6,"description":93,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":94,"categories":95,"keywords":96,"publishedAt":34},"01M6KH50PWYEFQDCGYBZ0326F1","dots-transform-patterns","The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent\u002FChild hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent\u002Fchild hierarchies, runtime reparenting (mount\u002Fdismount\u002Fsocket), or choosing transform components at the Baker boundary.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-transform-patterns\u002FSKILL.md",[],[97,98,99,21,74,77,100,101,80,102,103,104,105,29,106,107,108,109,110,111],"patterns","transform","dots transform patterns","mount","model","cost","runtime","systems","input","matrix","socket","at","child","custom","hierarchy",{"skillNo":113,"name":114,"nameZh":6,"description":115,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":116,"categories":117,"keywords":123,"publishedAt":34},"01M6KH4VW4MA14DQW4KQYPFT0S","dots-singleton-patterns","Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton \u002F GetSingletonRW \u002F HasSingleton \u002F TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the \"exactly one entity\" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-singleton-patterns\u002FSKILL.md",[118],{"categoryNo":119,"categoryName":120,"taxonomyType":121,"taxonomyTypeDesc":122},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[97,124,125,19,126,23,127,77,101,80,128,129,130,103,131,132,29,88,133,134],"singleton","dots singleton patterns","config","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":136,"name":137,"nameZh":6,"description":138,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":139,"categories":140,"keywords":141,"publishedAt":34},"01M6KH4PR076AYNDZHD63HHWX6","dots-hybrid-bridge","The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes \u002F Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input\u002FUI must trigger ECS work.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-hybrid-bridge\u002FSKILL.md",[],[142,143,144,145,21,23,74,146,147,79,148,149,80,103,150,151,105,152,153,154],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","unity","material","for","managed",{"skillNo":156,"name":157,"nameZh":6,"description":158,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":159,"categories":160,"keywords":161,"publishedAt":34},"01M6KH4FGRQ9AP2ND5H5HX4D83","dots-event-driven-ecs","Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event \u002F UnityEvent \u002F static bus anti-patterns. Use when input\u002FUI\u002Fnetwork must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-event-driven-ecs\u002FSKILL.md",[],[162,163,86,164,165,21,166,167,168,101,79,169,170,97,171,172,105,173,174,175],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":193,"publishedAt":34},"01M6KH4BWRGCEBJ8PKCKCSGT33","valid_skill","A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fvalid_skill\u002FSKILL.md",[182,187,190],{"categoryNo":183,"categoryName":184,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":188,"categoryName":189,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":191,"categoryName":192,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000023","Skill与智能体开发",[194,195,196,197,198,199,200,201,202,203,204,205,206,207,151,208,153],"valid skill","valid","code review","testing","review","test","routing","code","validation","projects","fixture skill","task","fixture","basic","complete"]