blob-asset-deduplication

blob-asset-deduplication is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 36 tokens per session (934 once invoked), scanned A, original, MIT.

A method for reusing one blob asset when several Unity entities have identical data. Blob assets are read-only data blocks designed for efficient access by Unity ECS.

In plain words
What is it for?
Use it when entities share meshes, configuration data, ScriptableObjects, or other source data, and when unchanged data should not be rebuilt during baking.
Why use it?
It prevents identical data from being built and stored repeatedly, reducing wasted memory and avoiding unnecessary work during incremental rebaking.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when entities share meshes, configuration data, ScriptableObjects, or other source data, and when unchanged data should not be rebuilt during baking.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/blob-asset-deduplication
Install

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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill blob-asset-deduplication
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for blob-asset-deduplication

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/blob-asset-deduplication/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/blob-asset-deduplication)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/blob-asset-deduplication"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/blob-asset-deduplication/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.

agentmods 80×15 button for blob-asset-deduplication

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/blob-asset-deduplication"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/blob-asset-deduplication.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 934 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00036 $0.00934
Opus 5.5 $0.00014 $0.00374
Sonnet 5.5 $0.00007 $0.00187
Haiku 4.5 $0.00004 $0.00093

Measured 11d ago against content hash f601c4cbc7eb, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

blob-asset-deduplication 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 11d 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.

.claude/skills/unity-dots/blob-asset-deduplication/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blob Asset Deduplication

Intent

Avoid creating duplicate blob assets for identical source data by checking BlobAssetStore before building, using a stable hash as the deduplication key.

Use When

Multiple entities share the same source asset (same mesh, same config file, same ScriptableObject), and creating a separate blob per entity would waste memory. Also when incremental rebaking must avoid rebuilding blobs that haven't changed.

Avoid When

Every entity has unique blob content — deduplication adds overhead with no benefit. Avoid using GetHashCode() for the stable hash — it is not deterministic across domain reloads.

Senior Pattern

  • Compute a stable hash from the source asset: AssetDatabase.GetAssetDependencyHash(path) for Unity assets; custom deterministic hash for procedural data.
  • In Baker: AddBlobAsset(ref blobRef, out _) performs automatic per-Baker deduplication — identical blobs from the same Baker context are merged.
  • For cross-Baker deduplication (baking system): access BlobAssetStore via state.World.GetExistingSystemManaged<BakingSystem>().BlobAssetStore.
  • blobAssetStore.TryGet<T>(hash, out var existing) — returns true if an identical blob was already created this bake cycle.
  • If TryGet returns false: create the blob, call blobAssetStore.TryAdd(hash, ref blobRef).
  • Track processed hashes locally (NativeParallelHashMap) to avoid redundant work within one baking system pass.

Code Template

[WorldSystemFilter(WorldSystemFilterFlags.BakingSystem)]
public partial struct MeshBlobBakingSystem : ISystem
{
    private NativeParallelHashMap<Hash128, BlobAssetReference<MeshBlobData>> m_Cache;

    public void OnCreate(ref SystemState state)
    {
        m_Cache = new NativeParallelHashMap<Hash128, BlobAssetReference<MeshBlobData>>(
            64, Allocator.Persistent);
    }

    public void OnDestroy(ref SystemState state) => m_Cache.Dispose();

    public void OnUpdate(ref SystemState state)
    {
        var blobStore = state.World
            .GetExistingSystemManaged<BakingSystem>().BlobAssetStore;

        foreach (var (rawMesh, entity) in
            SystemAPI.Query<RefRO<RawMeshData>>()
                .WithOptions(EntityQueryOptions.IncludePrefab |
                             EntityQueryOptions.IncludeDisabledEntities)
                .WithEntityAccess())
        {
            var hash = rawMesh.ValueRO.SourceHash;

            if (!m_Cache.TryGetValue(hash, out var blobRef))
            {
                if (!blobStore.TryGet(hash, out blobRef))
                {
                    blobRef = BuildMeshBlob(rawMesh.ValueRO);
                    blobStore.TryAdd(hash, ref blobRef);
                }
                m_Cache[hash] = blobRef;
            }

            state.EntityManager.AddComponentData(entity,
                new MeshBlobComponent { Blob = blobRef });
        }
    }
}

Read the full file on GitHub · 90 lines

Changes

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.

  1. 11d ago First seen · 90 lines · 36 tokens per session scan A f601c4cbc7eb

Subscribe to this mod's changes

blob-asset-deduplication is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 36 tokens to every session and 934 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 2026-10-02.

Related

Other skills, from other repositories

profiling

Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.

kevinpbuckley/VibeUE · 57 tokens

unity-performance-and-gc

Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.

makifbaysal/tasktrooper · 76 tokens

web-game-performance-and-testing

Use when working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded…

makifbaysal/tasktrooper · 87 tokens

game-performance-budget

Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.

makifbaysal/tasktrooper · 53 tokens

tune-performance

Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summergetdiagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on…

SummerEngine/summer-engine-agent · 94 tokens

technical-artist

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".

buiphucminhtam/forgewright · 54 tokens