job-dependency-chain

job-dependency-chain is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 36 tokens per session (579 once invoked), scanned A, original, MIT.

A Unity ECS scheduling pattern that passes each job's dependency to the next job and stores the resulting dependency back in the system. A job is work that can run later, often on a worker thread.

In plain words
What is it for?
Use it whenever scheduling parallel or sequential ECS jobs, completing the dependency only when the main thread must immediately read the results.
Why use it?
It lets the scheduler enforce read and write ordering automatically and avoids unnecessary waits between systems.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it whenever scheduling parallel or sequential ECS jobs, completing the dependency only when the main thread must immediately read the results.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/job-dependency-chain
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 job-dependency-chain
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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Per session 36 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 579 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 $0.00579
Opus 5.5 $0.00014 $0.00232
Sonnet 5.5 $0.00007 $0.00116
Haiku 4.5 $0.00004 $0.00058

Measured 11d ago against content hash 892dc4483ee1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

.claude/skills/unity-dots/job-dependency-chain/SKILL.md · 59 lines

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.Dependency as the dependency parameter to Schedule/ScheduleParallel.
  • Assign the returned JobHandle back to state.Dependency.
  • The ECS scheduler reads state.Dependency after 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.

Read the full file on GitHub · 59 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 · 59 lines · 36 tokens per session scan A 892dc4483ee1

Subscribe to this mod's changes

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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