ecs-job-patterns

ecs-job-patterns is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 54 tokens per session (1,066 once invoked), scanned A, original, MIT.

A set of Unity ECS job-scheduling patterns for choosing job types, passing work dependencies, and making structural changes safely. ECS, or Entity Component System, is a way to organise game data and processing around entities and their components.

In plain words
What is it for?
Use it when implementing or debugging per-entity, chunk-based, parallel, or single-threaded ECS work with IJobEntity, IJobChunk, IJob, or command buffers.
Why use it?
It helps avoid unsafe job ordering, unnecessary waiting, lost dependencies, and direct structural changes while jobs are running.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents; mentions Codex.

Good fit Use it when implementing or debugging per-entity, chunk-based, parallel, or single-threaded ECS work with IJobEntity, IJobChunk, IJob, or command buffers.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/ecs-job-patterns
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 ecs-job-patterns
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.

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README.md
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Your own site
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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 ecs-job-patterns

Your own site · 80×15
<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>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,066 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 $0.00054 $0.01066
Opus 5.5 $0.00022 $0.00426
Sonnet 5.5 $0.00011 $0.00213
Haiku 4.5 $0.00005 $0.00107

Measured 11d ago against content hash 0a3c807c1462, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/ecs-job-patterns/SKILL.md · 98 lines

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

  1. Read state.Dependency in. Schedule with JobHandle = job.Schedule(state.Dependency).
  2. Write state.Dependency out. state.Dependency = handle; at the end.
  3. Never call .Complete() inside OnUpdate unless you need the result for a main-thread action this frame — that is a sync point and must be approved.
  4. Combine handles with JobHandle.CombineDependencies(a, b) when reading from two prior systems — do not double-write state.Dependency and 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

Read the full file on GitHub · 98 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 · 98 lines · 54 tokens per session scan A 0a3c807c1462

Subscribe to this mod's changes

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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