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 dyCuong03/unity-agent-team --skill ecs-job-patternsgit clone --depth 1 https://github.com/dyCuong03/unity-agent-teamWrote 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/dycuong03/unity-agent-team/ecs-job-patterns)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/ecs-job-patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecs-job-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/dycuong03/unity-agent-team/ecs-job-patterns"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/ecs-job-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 | $0.00054 | $0.01066 |
| Opus 5.5 | $0.00022 | $0.00426 |
| Sonnet 5.5 | $0.00011 | $0.00213 |
| Haiku 4.5 | $0.00005 | $0.00107 |
Grade A, and why
ecs-job-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 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.
How it starts
The opening of the file, as written. The whole thing — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ECS Job Patterns
This is a skill pack, not an agent.
Job Type Selection
| Use case | Pattern |
|---|---|
| Per-entity transform/component work, parallelisable | IJobEntity with [WithAll] / [WithNone] query filters |
| Chunk-level access, cache-friendly batch ops | IJobChunk |
One-shot scratch processing across NativeArrays |
IJobParallelFor |
| Single-thread main-loop work | IJob |
Inside OnUpdate without scheduling |
Foreach via SystemAPI.Query<...>().WithAll<...>() |
Rule of thumb: prefer IJobEntity unless you specifically need chunk pointers
or cross-chunk accumulation.
Dependency Chain Discipline
- Read
state.Dependencyin. Schedule withJobHandle = job.Schedule(state.Dependency). - Write
state.Dependencyout.state.Dependency = handle;at the end. - Never call
.Complete()insideOnUpdateunless you need the result for a main-thread action this frame — that is a sync point and must be approved. - Combine handles with
JobHandle.CombineDependencies(a, b)when reading from two prior systems — do not double-writestate.Dependencyand leak one.
Structural Changes — Use ECB
Structural changes (AddComponent, RemoveComponent, CreateEntity,
DestroyEntity) inside a scheduled job are always done via
EntityCommandBuffer.ParallelWriter. Never call EntityManager from a job.
var ecb = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged).AsParallelWriter();
new MyJob { ecb = ecb }.ScheduleParallel(...);
ECB singleton must match the SystemGroup playback point. Pick the right one:
| Playback group | Singleton |
|---|---|
InitializationSystemGroup |
BeginInitializationEntityCommandBufferSystem.Singleton |
Start of SimulationSystemGroup |
BeginSimulationEntityCommandBufferSystem.Singleton |
End of SimulationSystemGroup |
EndSimulationEntityCommandBufferSystem.Singleton |
Before PresentationSystemGroup |
BeginPresentationEntityCommandBufferSystem.Singleton |
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.
- 11d ago First seen · 98 lines · 54 tokens per session scan A 0a3c807c1462
ecs-job-patterns is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 54 tokens to every session and 1,066 once invoked, about $0.0002 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.
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