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-ijobchunk-full-anatomygit 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-ijobchunk-full-anatomy)<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.
<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>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 | $0.00035 | $0.00775 |
| Opus 5.5 | $0.00014 | $0.00310 |
| Sonnet 5.5 | $0.00007 | $0.00155 |
| Haiku 4.5 | $0.00003 | $0.00077 |
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.
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
unfilteredChunkIndexfor 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);
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 · 84 lines · 35 tokens per session scan A 6b83cdbfbff8
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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