wave4-ijobchunk-full-anatomy

wave4-ijobchunk-full-anatomy is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 35 tokens per session (775 once invoked), scanned A, original, MIT.

A low-level Unity ECS job pattern that processes entities in storage chunks, which are groups of entities with the same component layout. It includes access to chunk metadata and enabled-component masks for fine-grained filtering.

In plain words
What is it for?
Use it when a parallel job needs per-chunk information, precise enabled-entity filtering, or metadata unavailable through standard entity iteration.
Why use it?
It provides control that simpler entity iteration does not, including change checks, shared-component data, chunk indexes, and deterministic parallel command-buffer ordering.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when a parallel job needs per-chunk information, precise enabled-entity filtering, or metadata unavailable through standard entity iteration.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave4-ijobchunk-full-anatomy
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 wave4-ijobchunk-full-anatomy
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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Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-ijobchunk-full-anatomy"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-ijobchunk-full-anatomy/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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-ijobchunk-full-anatomy"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-ijobchunk-full-anatomy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 775 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 $0.00035 $0.00775
Opus 5.5 $0.00014 $0.00310
Sonnet 5.5 $0.00007 $0.00155
Haiku 4.5 $0.00003 $0.00077

Measured 11d ago against content hash 6b83cdbfbff8, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave4-ijobchunk-full-anatomy 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/wave4-ijobchunk-full-anatomy/SKILL.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

IJobChunk — Full Anatomy with Enableable Mask

Intent

Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.

Use When

  • Per-chunk metadata needed: unfilteredChunkIndex, DidChange, SharedComponent values, ChunkHeader.
  • Fine-grained enableable-component masking required.
  • ECB.ParallelWriter sort key must be unfilteredChunkIndex for deterministic parallel playback.
  • IJobEntity source generation is insufficient.

Avoid When

Standard entity iteration without per-chunk metadata — use IJobEntity (less boilerplate, identical performance).

Senior Pattern

[BurstCompile]
public struct MyChunkJob : IJobChunk
{
    public ComponentTypeHandle<Velocity> VelocityHandle;
    [ReadOnly] public ComponentTypeHandle<Speed> SpeedHandle;
    public EntityTypeHandle EntityHandle;
    public EntityCommandBuffer.ParallelWriter Ecb;
    public float DeltaTime;

    [BurstCompile]
    public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
        bool useEnableMask, in v128 chunkEnabledMask)
    {
        var velocities = chunk.GetNativeArray(ref VelocityHandle);
        var speeds     = chunk.GetNativeArray(ref SpeedHandle);
        var entities   = chunk.GetNativeArray(EntityHandle);

        var enumerator = new ChunkEntityEnumerator(useEnableMask, chunkEnabledMask, chunk.Count);
        while (enumerator.NextEntityIndex(out var i))
        {
            velocities[i] = new Velocity { Value = velocities[i].Value + speeds[i].Value * DeltaTime };
            if (speeds[i].Value > 100f)
                Ecb.RemoveComponent<Speed>(unfilteredChunkIndex, entities[i]);
        }
    }
}

// In OnUpdate:
var job = new MyChunkJob
{
    VelocityHandle = state.GetComponentTypeHandle<Velocity>(),
    SpeedHandle    = state.GetComponentTypeHandle<Speed>(true),
    EntityHandle   = state.GetEntityTypeHandle(),
    Ecb            = ecbSystem.CreateCommandBuffer().AsParallelWriter(),
    DeltaTime      = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(myQuery, state.Dependency);

Read the full file on GitHub · 84 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 · 84 lines · 35 tokens per session scan A 6b83cdbfbff8

Subscribe to this mod's changes

wave4-ijobchunk-full-anatomy is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 35 tokens to every session and 775 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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