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 wave5-chunk-did-change-incremental-updategit 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/wave5-chunk-did-change-incremental-update)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave5-chunk-did-change-incremental-update"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-chunk-did-change-incremental-update/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/wave5-chunk-did-change-incremental-update"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave5-chunk-did-change-incremental-update.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 | $0.00041 | $0.00862 |
| Opus 5.5 | $0.00016 | $0.00345 |
| Sonnet 5.5 | $0.00008 | $0.00172 |
| Haiku 4.5 | $0.00004 | $0.00086 |
Grade A, and why
wave5-chunk-did-change-incremental-update 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 — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Chunk.DidChange — Incremental Update
Intent
Skip processing of unchanged chunks in IJobChunk systems using chunk.DidChange(), enabling incremental updates that recompute only when input data has changed.
Use When
- System computes output (LocalToWorld, world-space bounds, derived data) from inputs that change infrequently
- Large static worlds where most entities don't move between frames
- Expensive derived-value computation that should not run for unchanged entities
Avoid When
- Input changes every frame for all entities — DidChange always true, no benefit
- Output is cheap to compute — optimization overhead exceeds savings
Senior Pattern
[BurstCompile]
public struct ComputeDerivedJob : IJobChunk
{
[ReadOnly] public ComponentTypeHandle<SourceData> SourceHandle;
public ComponentTypeHandle<DerivedData> DerivedHandle;
public uint LastSystemVersion;
[BurstCompile]
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
bool useEnableMask, in v128 chunkEnabledMask)
{
if (!chunk.DidChange(ref SourceHandle, LastSystemVersion))
return; // nothing changed in this chunk since last frame
var sources = chunk.GetNativeArray(ref SourceHandle);
var deriveds = chunk.GetNativeArray(ref DerivedHandle);
var enumerator = new ChunkEntityEnumerator(useEnableMask, chunkEnabledMask, chunk.Count);
while (enumerator.NextEntityIndex(out var i))
deriveds[i] = Compute(sources[i]);
}
}
// In OnUpdate:
var job = new ComputeDerivedJob
{
SourceHandle = state.GetComponentTypeHandle<SourceData>(isReadOnly: true),
DerivedHandle = state.GetComponentTypeHandle<DerivedData>(),
LastSystemVersion = state.LastSystemVersion // pass per-call, not as a system field
};
state.Dependency = job.ScheduleParallel(myQuery, state.Dependency);
// For hierarchy propagation (children depend on parent LocalToWorld):
bool shouldUpdate = chunk.DidChange(ref ChildTransformHandle, LastSystemVersion)
|| chunk.DidChange(ref LocalToWorldHandle, LastSystemVersion);
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 · 83 lines · 41 tokens per session scan A c7be5cd2ff81
wave5-chunk-did-change-incremental-update is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 41 tokens to every session and 862 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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