ecb-parallel-writer

ecb-parallel-writer is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 33 tokens per session (792 once invoked), scanned A, original, MIT.

A guide for recording Unity Entity Component System changes from jobs that run across multiple threads. It uses a thread-safe parallel writer and a chunk-based sort key so commands can be replayed in a predictable order.

In plain words
What is it for?
Use it when ScheduleParallel jobs need to add, remove, create, destroy, or set components through an Entity Command Buffer.
Why use it?
It prevents unsafe shared command recording and makes the order of parallel structural changes deterministic.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when ScheduleParallel jobs need to add, remove, create, destroy, or set components through an Entity Command Buffer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/ecb-parallel-writer
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 ecb-parallel-writer
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 ecb-parallel-writer

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecb-parallel-writer"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecb-parallel-writer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 792 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 $0.00033 $0.00792
Opus 5.5 $0.00013 $0.00317
Sonnet 5.5 $0.00007 $0.00158
Haiku 4.5 $0.00003 $0.00079

Measured 11d ago against content hash 3ff1d802f93d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ecb-parallel-writer 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/ecb-parallel-writer/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ECB Parallel Writer

Intent

Enable structural changes from ScheduleParallel jobs by converting an ECB to a thread-safe parallel writer keyed by chunk index for deterministic command replay.

Use When

Any IJobEntity or IJobChunk scheduled with ScheduleParallel that needs to record structural changes (AddComponent, RemoveComponent, Instantiate, DestroyEntity, SetComponent on new entities).

Avoid When

The job is scheduled with Schedule (single-threaded) — a regular ECB works fine without AsParallelWriter. Avoid for jobs that only mutate existing component values — use RefRW directly, no ECB needed.

Senior Pattern

  • ecb.AsParallelWriter() converts the ECB to a ParallelWriter — pass this as a job field.
  • In IJobEntity Execute: add [ChunkIndexInQuery] int chunkIndex as a special parameter (source-generated, not a component).
  • Use chunkIndex as the sort key on every ECB.ParallelWriter call: ecb.DestroyEntity(chunkIndex, entity).
  • Sort key guarantees deterministic playback order across parallel workers — commands with lower sort keys execute first.
  • Commands within the same chunk (same sort key) execute in recording order.

Code Template

[BurstCompile]
partial struct DestroyOutOfBoundsJob : IJobEntity
{
    public EntityCommandBuffer.ParallelWriter Ecb;
    public float BoundaryY;

    void Execute([ChunkIndexInQuery] int chunkIndex, Entity entity,
        in LocalTransform transform)
    {
        if (transform.Position.y < BoundaryY)
            Ecb.DestroyEntity(chunkIndex, entity);
    }
}

[BurstCompile]
public void OnUpdate(ref SystemState state)
{
    var ecb = SystemAPI
        .GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
        .CreateCommandBuffer(state.WorldUnmanaged)
        .AsParallelWriter();

    state.Dependency = new DestroyOutOfBoundsJob
    {
        Ecb = ecb,
        BoundaryY = -10f
    }.ScheduleParallel(state.Dependency);
}

Anti-Patterns

  • Passing a non-parallel ECB (regular CreateCommandBuffer) to a ScheduleParallel job — safety system throws at schedule time or at Playback.
  • Using a hard-coded constant sort key (e.g., always 0) — all commands land in bucket 0, replay is non-deterministic for commands from different chunks.
  • Using [EntityIndexInQuery] int entityIndex as sort key when [ChunkIndexInQuery] is sufficient — EntityIndexInQuery is a global sequential index, more expensive to compute. Use only when per-entity order within a chunk matters.
  • Forgetting the sort key parameter entirely — ECB.ParallelWriter methods require it; compiler error or safety exception.

Read the full file on GitHub · 79 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 · 79 lines · 33 tokens per session scan A 3ff1d802f93d

Subscribe to this mod's changes

ecb-parallel-writer is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 792 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

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens