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-systembase-with-inner-ijobentitygit 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-systembase-with-inner-ijobentity)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-systembase-with-inner-ijobentity"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-systembase-with-inner-ijobentity/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-systembase-with-inner-ijobentity"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-systembase-with-inner-ijobentity.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 | $0.00042 | $0.00683 |
| Opus 5.5 | $0.00017 | $0.00273 |
| Sonnet 5.5 | $0.00008 | $0.00137 |
| Haiku 4.5 | $0.00004 | $0.00068 |
Grade A, and why
wave4-systembase-with-inner-ijobentity 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 — 77 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SystemBase with Inner IJobEntity
Intent
Use managed SystemBase class when the system itself requires managed resources, while delegating hot-path work to Burst-compiled inner IJobEntity structs.
Use When
- System must hold managed references (physics callbacks, coroutine coordinators, managed subscene access, interface references).
- Multiple jobs per
OnUpdateneed to share implicit dependency chain.
Avoid When
System has no managed needs — use partial struct : ISystem with [BurstCompile] on OnUpdate (lower overhead, Burst-compilable scheduling).
Senior Pattern
public partial class AnimationSystem : SystemBase
{
[BurstCompile]
partial struct UpdateFrameJob : IJobEntity
{
public float DeltaTime;
[BurstCompile]
public void Execute(ref AnimationState anim, in AnimationClipRef clipRef)
{
anim.Time += DeltaTime;
}
}
[BurstCompile]
partial struct ApplyTransformJob : IJobEntity
{
[BurstCompile]
public void Execute(ref LocalTransform transform, in AnimationState anim)
{
// apply animation state to transform
}
}
protected override void OnUpdate()
{
float dt = SystemAPI.Time.DeltaTime;
new UpdateFrameJob { DeltaTime = dt }.ScheduleParallel();
new ApplyTransformJob().ScheduleParallel();
// SystemBase.Dependency auto-chains between sequential ScheduleParallel calls
}
}
Anti-Patterns
- Marking
OnUpdatewith[BurstCompile]—SystemBase.OnUpdateis virtual managed; Burst cannot compile it. - Two inner jobs writing the same component without chaining —
SystemBaseauto-chains sequentialScheduleParallelcalls within oneOnUpdate, but manually completingDependencybetween calls breaks the chain. - Preferring
SystemBasefor simplicity when no managed context is needed — adds virtual dispatch overhead every frame for no benefit.
Runtime Risks
- Multiple
ScheduleParallelcalls on same system auto-chain viaDependencyproperty; manually completingDependencybetween calls breaks the chain. SystemBasedoes not support[BurstCompile]onOnUpdate; only inner job structs can be Burst-compiled.
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 · 77 lines · 42 tokens per session scan A bd632c956499
wave4-systembase-with-inner-ijobentity is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 42 tokens to every session and 683 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.
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