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-ijob-single-thread-offloadgit 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-ijob-single-thread-offload)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-ijob-single-thread-offload"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-ijob-single-thread-offload/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-ijob-single-thread-offload"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-ijob-single-thread-offload.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 | $0.00025 | $0.00500 |
| Opus 5.5 | $0.00010 | $0.00200 |
| Sonnet 5.5 | $0.00005 | $0.00100 |
| Haiku 4.5 | $0.00003 | $0.00050 |
Grade A, and why
wave4-ijob-single-thread-offload 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
IJob — Single-Thread Offload
Intent
Schedule sequential work off the main thread using IJob without parallelism overhead.
Use When
- Work is order-dependent or too small to justify parallel splitting.
- One-shot initialization or serial dependency chain must run off-thread.
- Total element count is small (< ~1000 elements where parallel overhead exceeds benefit).
Avoid When
- Work is embarrassingly parallel and element count is large — use IJobParallelFor or IJobEntity.
- Data is ECS entities/components — use IJobEntity.
Senior Pattern
[BurstCompile]
public struct MySerialJob : IJob
{
public NativeArray<float> Data;
public float Delta;
public void Execute()
{
for (int i = 0; i < Data.Length; i++)
Data[i] += Delta;
}
}
// In ISystem.OnUpdate:
state.Dependency = new MySerialJob
{
Data = myData,
Delta = 5f
}.Schedule(state.Dependency);
Anti-Patterns
- Calling
handle.Complete()immediately afterSchedule()— sync point negates the offload. - Not assigning
state.Dependency = job.Schedule(state.Dependency)— orphaned handle causes safety errors in subsequent systems. - Using IJob for large arrays where IJobParallelFor gives N-core speedup.
Runtime Risks
- Unreferenced job handles cause
InvalidOperationExceptionwhen subsequent systems touch the same component data. - Never call
handle.Complete()in a hot path unless a deliberate sync point is required.
Performance Notes
- One worker thread; no cache-line contention.
- Suitable for < ~1000 elements where parallel dispatch overhead exceeds the work cost.
- Pair with
WorldUpdateAllocatorto avoid manual Dispose.
Architecture Guidance
Use as a leaf node in a job DAG; assign handle to state.Dependency; let downstream systems resolve dependency naturally. For one-shot init in OnCreate, handle.Complete() is acceptable since startup sync points are acceptable.
Related Skills
[[ijobentity-parallel-job]], [[state-dependency-job-chaining]], [[job-dependency-chain]]
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 · 66 lines · 25 tokens per session scan A 7aae2a78df69
wave4-ijob-single-thread-offload is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 25 tokens to every session and 500 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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