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 job-dependency-chaingit 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/job-dependency-chain)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/job-dependency-chain"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/job-dependency-chain/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/job-dependency-chain"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/job-dependency-chain.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 | $0.00036 | $0.00579 |
| Opus 5.5 | $0.00014 | $0.00232 |
| Sonnet 5.5 | $0.00007 | $0.00116 |
| Haiku 4.5 | $0.00004 | $0.00058 |
Grade A, and why
job-dependency-chain 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 — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Job Dependency Chain
Intent
Wire every scheduled job into the system's dependency chain via state.Dependency so the ECS scheduler can automatically enforce read/write ordering between systems without explicit sync points.
Use When
Every IJobEntity.Schedule / ScheduleParallel and IJobChunk.Schedule / ScheduleParallel call, without exception.
Avoid When
There is no "avoid when" — this is non-negotiable for every job schedule call.
Senior Pattern
- Pass current
state.Dependencyas the dependency parameter to Schedule/ScheduleParallel. - Assign the returned JobHandle back to
state.Dependency. - The ECS scheduler reads
state.Dependencyafter OnUpdate and wires it into the next system's input automatically. - Only call
state.Dependency.Complete()when main-thread access to job results is required in the same frame — this is an explicit sync point.
Code Template
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Chain: pass in, assign out — always.
state.Dependency = new PrepareJob { ... }
.ScheduleParallel(state.Dependency);
state.Dependency = new ConsumeJob { ... }
.Schedule(state.Dependency); // sequential after PrepareJob
// Only call Complete() when you MUST read results on main thread this frame:
// state.Dependency.Complete(); // explicit sync point — document why
}
Anti-Patterns
- Forgetting to assign
state.Dependency = job.Schedule(...)— silent data race, intermittent wrong results. - Calling
.Complete()at the end of every OnUpdate as "safety" — introduces a full sync point every frame, stalls all worker threads. - Scheduling two jobs in the same OnUpdate without chaining the first result into the second's dependency — jobs may race.
- Using a local JobHandle variable and never assigning it to state.Dependency — the dependency is lost.
Runtime Risks
- Missing chain: data race between systems — non-deterministic, hardware-dependent, extremely hard to debug.
- Unnecessary Complete(): worker thread stall every frame, frame time spike, CPU underutilization.
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 · 59 lines · 36 tokens per session scan A 892dc4483ee1
job-dependency-chain 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 579 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.
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