wave4-jobhandle-combine-dependencies

wave4-jobhandle-combine-dependencies is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 32 tokens per session (563 once invoked), scanned A, original, MIT.

A Unity job-scheduling barrier that makes one job wait for several independent jobs to finish. A job is a unit of work that can run in parallel; this combines their completion signals before a later job starts.

In plain words
What is it for?
Use it when a downstream job consumes results from two or more parallel jobs, such as combining outputs from separate simulation steps. For a single or already-sequential dependency, pass the existing job handle directly.
Why use it?
It prevents a merge or reduction job from reading results before all of its inputs are ready. It avoids adding a full synchronization point when separate job pipelines only need to meet at one stage.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when a downstream job consumes results from two or more parallel jobs, such as combining outputs from separate simulation steps. For a single or already-sequential dependency, pass the existing job handle directly.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies
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-jobhandle-combine-dependencies
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

Wrote 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.

agentmods badge for wave4-jobhandle-combine-dependencies

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies/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.

agentmods 80×15 button for wave4-jobhandle-combine-dependencies

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-jobhandle-combine-dependencies.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 563 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 $0.00032 $0.00563
Opus 5.5 $0.00013 $0.00225
Sonnet 5.5 $0.00006 $0.00113
Haiku 4.5 $0.00003 $0.00056

Measured 11d ago against content hash b93b57dfd18d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave4-jobhandle-combine-dependencies 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-jobhandle-combine-dependencies/SKILL.md · 57 lines

How it starts

The opening of the file, as written. The whole thing — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.

JobHandle.CombineDependencies — Fan-In Barrier

Intent

Create a fan-in barrier that forces a downstream job to wait for multiple independent upstream jobs without introducing a sync point.

Use When

  • A downstream job reads data produced by two or more independent parallel jobs.
  • Multiple job pipelines must converge before a merge/reduce step.
  • Building multi-stage simulation pipelines (spatial hash → accumulate → steer).

Avoid When

  • Jobs are sequential (A → B → C) — chain state.Dependency directly, no CombineDependencies needed.
  • Only one upstream job — pass its handle directly.

Senior Pattern

// Two independent upstream jobs, one downstream consumer:
var handleSpatial  = spatialHashJob.ScheduleParallel(entityQuery, state.Dependency);
var handleTargets  = targetCopyJob.ScheduleParallel(targetQuery, state.Dependency);
var mergeBarrier   = JobHandle.CombineDependencies(handleSpatial, handleTargets);
state.Dependency   = mergeJob.Schedule(hashMap.Buckets.Length, 64, mergeBarrier);

// For > 3 handles:
using var handles = new NativeArray<JobHandle>(
    new[] { h1, h2, h3, h4, h5 }, Allocator.Temp);
var barrier = JobHandle.CombineDependencies(handles);
state.Dependency = downstreamJob.ScheduleParallel(query, barrier);

Anti-Patterns

  • Omitting one handle from CombineDependencies when the downstream job reads that job's output — silent race condition.
  • Using 3-argument overload with > 3 handles — compile error or silent truncation; use NativeArray<JobHandle> overload.
  • Creating a fake barrier for sequential jobs — unnecessary complexity, adds no correctness guarantee.

Runtime Risks

  • Missing a handle from the combine = race condition between predecessor and downstream job on shared NativeArrays or component data.
  • In Burst release builds, safety checks are stripped — missing dependency is a silent data race.

Performance Notes

  • CombineDependencies has zero runtime cost — constructs a dependency struct; no worker threads involved.
  • Downstream job starts as soon as all combined predecessors complete, with no main-thread involvement.

Read the full file on GitHub · 57 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 · 57 lines · 32 tokens per session scan A b93b57dfd18d

Subscribe to this mod's changes

wave4-jobhandle-combine-dependencies is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 32 tokens to every session and 563 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.

Related

Other skills, from other repositories

profiling

Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.

kevinpbuckley/VibeUE · 57 tokens

unity-performance-and-gc

Use when touching Unity per-frame code, spawning, physics queries, UI updates or rendering setup - profiling with numbers, zero-GC hot paths (caching, NonAlloc queries, no LINQ/closures/boxing, TMP SetText), ObjectPool, allocation tests, Burst/Jobs for bulk math, and rendering/physics settings that cost frames.

makifbaysal/tasktrooper · 76 tokens

web-game-performance-and-testing

Use when working on any browser game (Phaser, PixiJS, three.js, Babylon.js, PlayCanvas, Excalibur, KAPLAY) - requestAnimationFrame with clamped delta and visibility pause, zero-allocation frame loops, measuring in DevTools, bundle and asset size budgets, Vitest with seeded RNG and injected time, and a seeded…

makifbaysal/tasktrooper · 87 tokens

game-performance-budget

Use when touching anything that runs per frame, adding entities/effects at scale, or answering a stutter/frame-drop report - frame budgets per target FPS, per-system split, the profiler per engine, before/after numbers, and threshold tests.

makifbaysal/tasktrooper · 53 tokens

tune-performance

Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summergetdiagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on…

SummerEngine/summer-engine-agent · 94 tokens

technical-artist

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || echo "=== 3D Foundations not loaded ===".

buiphucminhtam/forgewright · 54 tokens