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 wave4-entity-index-in-query-scatter-patterngit 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/wave4-entity-index-in-query-scatter-pattern)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-entity-index-in-query-scatter-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-entity-index-in-query-scatter-pattern/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/wave4-entity-index-in-query-scatter-pattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-entity-index-in-query-scatter-pattern.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 | $0.00044 | $0.00647 |
| Opus 5.5 | $0.00018 | $0.00259 |
| Sonnet 5.5 | $0.00009 | $0.00129 |
| Haiku 4.5 | $0.00004 | $0.00065 |
Grade A, and why
wave4-entity-index-in-query-scatter-pattern 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 — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.
EntityIndexInQuery Scatter Pattern
Intent
Write each entity's computed result to a pre-allocated NativeArray using a stable per-entity index, enabling lock-free parallel scatter for inter-job data passing.
Use When
- A parallel IJobEntity needs to write one result per entity into a NativeArray for a downstream job.
- Each entity's result is independent (no two entities write the same index).
- Entity count is known before scheduling via
query.CalculateEntityCount().
Avoid When
- Multiple entities could map to the same index — use
NativeParallelMultiHashMap. - Entity count changes between
CalculateEntityCount()and job execution — indices become stale.
Senior Pattern
int count = myQuery.CalculateEntityCount();
var positions = CollectionHelper.CreateNativeArray<float3, RewindableAllocator>(
count, ref state.WorldUpdateAllocator);
var scatterHandle = new ScatterJob { Positions = positions }
.ScheduleParallel(myQuery, state.Dependency);
state.Dependency = new GatherJob { Positions = positions }
.Schedule(scatterHandle);
[BurstCompile]
public partial struct ScatterJob : IJobEntity
{
// [NativeDisableParallelForRestriction] required: safety system sees parallel writes
// to one array; developer guarantees uniqueness via [EntityIndexInQuery]
[NativeDisableParallelForRestriction]
public NativeArray<float3> Positions;
[BurstCompile]
public void Execute([EntityIndexInQuery] int entityIndex, in LocalTransform t)
{
Positions[entityIndex] = t.Position;
}
}
Anti-Patterns
- Using
[ChunkIndexInQuery]as NativeArray write index — chunk-level, not entity-level; multiple entities per chunk write the same slot. - Not calling
CalculateEntityCount()and guessing capacity — out-of-bounds write in Burst release builds. - Reusing the NativeArray across frames —
[EntityIndexInQuery]order may change if query entity set changes.
Runtime Risks
- Structural change between
CalculateEntityCount()and job execution invalidates indices — schedule before any ECB playback affecting the query.
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 · 68 lines · 44 tokens per session scan A e16f6ece6b88
wave4-entity-index-in-query-scatter-pattern is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 44 tokens to every session and 647 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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