wave4-world-update-allocator-per-frame-native

wave4-world-update-allocator-per-frame-native is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 47 tokens per session (613 once invoked), scanned A, original, MIT.

A Unity Entities pattern for temporary per-frame NativeArrays and other native containers using an allocator that automatically rewinds at the end of each world update.

In plain words
What is it for?
Use it for temporary arrays or containers shared by jobs during one frame when their size is known before allocation.
Why use it?
It avoids manual cleanup for data that only needs to live through one frame's job pipeline, while making clear that longer-lived data needs another allocator.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it for temporary arrays or containers shared by jobs during one frame when their size is known before allocation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native
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-world-update-allocator-per-frame-native
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-world-update-allocator-per-frame-native

README.md
[![agentmods](https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native/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-world-update-allocator-per-frame-native

Your own site · 80×15
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave4-world-update-allocator-per-frame-native.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 47 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 613 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 $0.00047 $0.00613
Opus 5.5 $0.00019 $0.00245
Sonnet 5.5 $0.00009 $0.00123
Haiku 4.5 $0.00005 $0.00061

Measured 11d ago against content hash 5dea6b6f915f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave4-world-update-allocator-per-frame-native 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-world-update-allocator-per-frame-native/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.

WorldUpdateAllocator — Per-Frame Native Allocations

Intent

Allocate per-frame temporary NativeArrays and NativeContainers without manual Dispose() using WorldUpdateAllocator (RewindableAllocator), which auto-rewinds at end of each world update.

Use When

  • Temporary NativeArrays or NativeContainers needed for the duration of one frame's job pipeline.
  • Avoiding manual Dispose() or Allocator.TempJob 4-frame lifetime limits.

Avoid When

  • Allocation must persist across frames — use Allocator.Persistent with explicit Dispose in OnDestroy.
  • Allocation size is unknown until a job completes — cannot resize a rewindable allocation.

Senior Pattern

// Preferred form for NativeArray with typed allocator:
var arr = CollectionHelper.CreateNativeArray<float3, RewindableAllocator>(
    count, ref state.WorldUpdateAllocator);

// For NativeContainers:
var map = new NativeParallelMultiHashMap<int, int>(count, state.WorldUpdateAllocator);

// No Dispose() needed — auto-rewinds after world update completes
state.Dependency = new ProcessJob { Data = arr }.ScheduleParallel(state.Dependency);

Anti-Patterns

  • Caching state.WorldUpdateAllocator as a system field — allocator state shifts between frames; always access via state.WorldUpdateAllocator in OnUpdate.
  • Using world.UpdateAllocator.ToAllocator for CollectionHelper.CreateNativeArray<T, RewindableAllocator> — type mismatch; use ref world.UpdateAllocator.
  • Using Allocator.TempJob for large per-frame arrays — must Dispose within 4 frames; easy to forget, causes safety errors.
  • Holding a reference to a WorldUpdateAllocator allocation across OnUpdate boundary — rewind happened, array is invalid memory.

Runtime Risks

  • Cross-frame access to a WorldUpdateAllocator allocation is undefined behavior — appears valid in dev builds (memory not zeroed) but is logically garbage.

Performance Notes

  • Bump allocation: O(1) regardless of size — fastest available Unity allocator.
  • No GC pressure; no Dispose overhead.
  • Use as the default for all per-OnUpdate temporary data.

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 · 47 tokens per session scan A 5dea6b6f915f

Subscribe to this mod's changes

wave4-world-update-allocator-per-frame-native is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 47 tokens to every session and 613 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.

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