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-native-parallel-multihashmap-parallel-writergit 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-native-parallel-multihashmap-parallel-writer)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-native-parallel-multihashmap-parallel-writer"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-native-parallel-multihashmap-parallel-writer/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-native-parallel-multihashmap-parallel-writer"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-native-parallel-multihashmap-parallel-writer.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 | $0.00048 | $0.00642 |
| Opus 5.5 | $0.00019 | $0.00257 |
| Sonnet 5.5 | $0.00010 | $0.00128 |
| Haiku 4.5 | $0.00005 | $0.00064 |
Grade A, and why
wave4-native-parallel-multihashmap-parallel-writer 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
NativeParallelMultiHashMap — Parallel Writer
Intent
Enable multiple parallel workers to insert into a shared hash map concurrently without locks, using AsParallelWriter() for spatial partitioning, bucketing, or grouping patterns.
Use When
- Parallel jobs need to insert entity data into buckets keyed by spatial hash, type, or ID.
- Multiple values per key are expected (spatial grid cells, LOD groups, collision pairs).
- Result will be consumed by a subsequent sequential or parallel read job.
Avoid When
- Only one writer — use regular
NativeHashMap. - Total insertion count is small and threading overhead is not justified.
Senior Pattern
var spatialMap = new NativeParallelMultiHashMap<int, int>(
entityCount, state.WorldUpdateAllocator);
var hashJob = new SpatialHashJob
{
SpatialMap = spatialMap.AsParallelWriter(),
InvCellSize = 1f / cellRadius
};
var hashHandle = hashJob.ScheduleParallel(entityQuery, state.Dependency);
var readJob = new ProcessCellsJob { SpatialMap = spatialMap };
state.Dependency = readJob.Schedule(hashHandle);
// Standard spatial hash formula in Execute:
// int key = (int)math.hash(new int3(math.floor(position * invCellSize)));
// SpatialMap.Add(key, entityIndexInQuery);
// Iteration in sequential read job:
// if (SpatialMap.TryGetFirstValue(key, out var val, out var it))
// do { /* process val */ } while (SpatialMap.TryGetNextValue(out val, ref it));
Anti-Patterns
- Allocating fewer slots than expected insertions — silent data loss in Burst release builds (no exception).
- Reading from the map in the same parallel job that writes via
AsParallelWriter— parallel writer is write-only. - Using
Allocator.TempJobinstead ofWorldUpdateAllocator— requires manual Dispose within 4 frames.
Runtime Risks
- Under-capacity allocation is the most common failure mode — always allocate at least
entityCount. - Accessing non-parallel
NativeParallelMultiHashMapfrom a parallel job withoutAsParallelWriter()= safety error.
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 · 67 lines · 48 tokens per session scan A d1d98adcd388
wave4-native-parallel-multihashmap-parallel-writer is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 642 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.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.