wave8-handle-complete-sync-point-antipattern

wave8-handle-complete-sync-point-antipattern is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 43 tokens per session (1,086 once invoked), scanned A, original, MIT.

A Unity job-scheduling rule about avoiding inline Complete calls in production. Complete waits for a background job to finish, while dependency chaining lets later work wait without an unnecessary main-thread pause.

In plain words
What is it for?
Use it when reviewing systems that schedule jobs, investigating main-thread stalls, or replacing forced waits with allocator and dependency-chain patterns.
Why use it?
An unnecessary wait can stall the main thread and cause frame-time problems, especially when jobs are meant to run asynchronously.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when reviewing systems that schedule jobs, investigating main-thread stalls, or replacing forced waits with allocator and dependency-chain patterns.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/wave8-handle-complete-sync-point-antipattern
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-handle-complete-sync-point-antipattern
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-handle-complete-sync-point-antipattern"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/wave8-handle-complete-sync-point-antipattern.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,086 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 $0.00043 $0.01086
Opus 5.5 $0.00017 $0.00434
Sonnet 5.5 $0.00009 $0.00217
Haiku 4.5 $0.00004 $0.00109

Measured 11d ago against content hash 38636b305a84, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

wave8-handle-complete-sync-point-antipattern 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-handle-complete-sync-point-antipattern/SKILL.md · 103 lines

How it starts

The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.

handle.Complete() Sync Point Anti-Pattern

Intent

Identify and eliminate inline handle.Complete() calls in production systems that create unintended main-thread stalls, and replace them with WorldUpdateAllocator + dependency chain patterns.

Use When

  • Profiling reveals unexpected main-thread "WaitForJobGroupID" stalls
  • Code review finds handle.Complete() outside of test/editor contexts
  • A system uses Allocator.Persistent NativeArrays read in the same OnUpdate that schedules work on them

Avoid When

  • Explicit sync is genuinely required (disposing a NativeArray at end of frame after a one-shot operation) — in that case, document why Complete() is necessary

Senior Pattern

// ANTI-PATTERN — inline Complete() stalls main thread:
public partial struct BrokenSystem : ISystem
{
    NativeArray<int> _results;

    public void OnCreate(ref SystemState state)
    {
        _results = new NativeArray<int>(100, Allocator.Persistent);
    }

    public void OnUpdate(ref SystemState state)
    {
        var job = new ComputeJob { Results = _results };
        var handle = job.Schedule();  // does not extend state.Dependency
        handle.Complete();            // SYNC POINT — stalls main thread every frame
        // Read _results here — destroys frame parallelism
    }

    public void OnDestroy(ref SystemState state) => _results.Dispose();
}

// CORRECT — WorldUpdateAllocator + dependency chain:
[BurstCompile]
public partial struct FixedSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        // Auto-freed after world update — no Dispose, no Complete():
        var results = CollectionHelper.CreateNativeArray<int>(100, state.WorldUpdateAllocator);
        state.Dependency = new ComputeJob { Results = results }
            .Schedule(state.Dependency);

        // Downstream system that reads results — chains via state.Dependency:
        state.Dependency = new ConsumeJob { Results = results }
            .Schedule(state.Dependency);
        // No Complete() — ECS propagates the handle to subsequent systems
    }
}

// CORRECT — when output must be passed to a managed system:
// Write result into a singleton component, read it in a non-Burst system next frame
public struct ComputeResult : IComponentData { public int Value; }

Read the full file on GitHub · 103 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 · 103 lines · 43 tokens per session scan A 38636b305a84

Subscribe to this mod's changes

wave8-handle-complete-sync-point-antipattern is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 43 tokens to every session and 1,086 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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