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 wave8-dynamic-buffer-invalidationgit 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/wave8-dynamic-buffer-invalidation)<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/wave8-dynamic-buffer-invalidation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-dynamic-buffer-invalidation/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/wave8-dynamic-buffer-invalidation"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-dynamic-buffer-invalidation.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 | $0.00027 | $0.00690 |
| Opus 5.5 | $0.00011 | $0.00276 |
| Sonnet 5.5 | $0.00005 | $0.00138 |
| Haiku 4.5 | $0.00003 | $0.00069 |
Grade A, and why
wave8-dynamic-buffer-invalidation 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.
DynamicBuffer Invalidation After Structural Changes
Intent
Prevent unsafe access to DynamicBuffer references after structural changes have invalidated the underlying chunk memory pointer.
Use When
- Any system reads a DynamicBuffer reference and then performs structural changes (AddComponent, RemoveComponent, DestroyEntity, CreateEntity) on any entity in the same frame
Avoid When
- No structural changes occur in the system — buffer references are stable within a single structural-change-free frame
Senior Pattern
// WRONG — structural change invalidates the buffer reference:
var buffer = SystemAPI.GetBuffer<WaypointElement>(entity);
EntityManager.AddComponent<DeadTag>(entity); // structural change — buffer pointer now invalid
var count = buffer.Length; // undefined behavior, potential crash
// CORRECT — read buffer contents before structural change:
var buffer = SystemAPI.GetBuffer<WaypointElement>(entity);
var waypointCount = buffer.Length; // read before structural change
var lastWaypoint = waypointCount > 0 ? buffer[waypointCount - 1] : default;
// Then defer structural change via ECB:
var ecb = new EntityCommandBuffer(Allocator.Temp);
ecb.AddComponent<DeadTag>(entity); // deferred — buffer still valid until Playback
ecb.Playback(EntityManager);
ecb.Dispose();
// After Playback: buffer reference is invalid — do not access
// CORRECT alternative — re-fetch after structural change:
EntityManager.AddComponent<DeadTag>(entity); // structural change
var freshBuffer = SystemAPI.GetBuffer<WaypointElement>(entity); // re-fetch
Anti-Patterns
- Storing a DynamicBuffer reference in a field and reading it across system updates — invalid after any structural change.
- Calling EntityManager.GetBuffer and then EntityManager.AddComponent in the same method without re-fetching — pointer invalidation.
- Caching buffer references in NativeArray fields between frames — never valid across structural changes.
- Reading a buffer reference after ECB.Playback in the same method — Playback is a structural change; the reference is invalid after it.
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 · 27 tokens per session scan A 43005e84c984
wave8-dynamic-buffer-invalidation is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 27 tokens to every session and 690 once invoked, about $0.0001 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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