wave8-dependency-complete-editor-only-fence

wave8-dependency-complete-editor-only-fence is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 40 tokens per session (847 once invoked), scanned A, original, MIT.

A Unity ECS debugging pattern that temporarily waits for a scheduled job only in editor builds so its intermediate data can be inspected. A job is background work scheduled to run later.

In plain words
What is it for?
Use it while diagnosing job output or dependency problems in the Unity Editor, then remove the fence before production builds.
Why use it?
It helps isolate scheduling bugs without making forced waiting part of the shipped game or using it instead of proper job dependencies.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it while diagnosing job output or dependency problems in the Unity Editor, then remove the fence before production builds.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave8-dependency-complete-editor-only-fence
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 wave8-dependency-complete-editor-only-fence
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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README.md
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<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave8-dependency-complete-editor-only-fence"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-dependency-complete-editor-only-fence.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 847 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 $0.00040 $0.00847
Opus 5.5 $0.00016 $0.00339
Sonnet 5.5 $0.00008 $0.00169
Haiku 4.5 $0.00004 $0.00085

Measured 11d ago against content hash 7b8ed418f4ed, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave8-dependency-complete-editor-only-fence 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/wave8-dependency-complete-editor-only-fence/SKILL.md · 81 lines

How it starts

The opening of the file, as written. The whole thing — 81 lines — stays where its author put it; the contents beside it link to each section on GitHub.

state.Dependency.Complete() — Editor-Only Diagnostic Fence

Intent

Use state.Dependency.Complete() only as an editor-mode diagnostic fence to inspect intermediate job state, never as a production pattern for forcing job completion.

Use When

  • Adding a temporary diagnostic fence in editor builds to isolate a job scheduling bug or verify intermediate NativeArray state
  • Confirming a job's output in isolation before wiring it into a dependency chain

Avoid When

  • In any shipping build or production system — Complete() is a sync point anti-pattern
  • As a substitute for proper job dependency chaining — fix the chain, do not paper over it

Senior Pattern

// EDITOR-ONLY diagnostic fence — not for production:
public partial struct DiagnosticSystem : ISystem
{
    public void OnUpdate(ref SystemState state)
    {
        var results = CollectionHelper.CreateNativeArray<int>(100, state.WorldUpdateAllocator);
        var job = new ComputeJob { Results = results };
        state.Dependency = job.Schedule(state.Dependency);

#if UNITY_EDITOR
        // Force sync to inspect intermediate state — remove before shipping:
        state.Dependency.Complete();
        UnityEngine.Debug.Log($"Intermediate result[0]: {results[0]}");
#endif
        // Production: dependency chain propagates — no Complete() needed
    }
}

// PRODUCTION correct pattern — never forced Complete():
[BurstCompile]
public partial struct ProductionSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var results = CollectionHelper.CreateNativeArray<int>(100, state.WorldUpdateAllocator);
        state.Dependency = new ComputeJob { Results = results }
            .ScheduleParallel(state.Dependency);
        // Dependency propagates to consuming systems automatically
    }
}

Anti-Patterns

  • state.Dependency.Complete() in every OnUpdate "to be safe" — full sync point every frame; eliminates all job parallelism; main-thread stall equal to all scheduled job duration.
  • Using Complete() to read job output without #if UNITY_EDITOR guard — ships the anti-pattern into production builds.
  • Using Complete() as a substitute for proper dependency chaining — masks scheduling bugs rather than fixing them.
  • Calling Complete() at the start of OnUpdate to "wait for last frame's jobs" — indicates incorrect Allocator.Persistent usage; switch to WorldUpdateAllocator.

Read the full file on GitHub · 81 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 · 81 lines · 40 tokens per session scan A 7b8ed418f4ed

Subscribe to this mod's changes

wave8-dependency-complete-editor-only-fence is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 40 tokens to every session and 847 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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