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-handle-complete-sync-point-antipatterngit 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-handle-complete-sync-point-antipattern)<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/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-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>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 | $0.00043 | $0.01086 |
| Opus 5.5 | $0.00017 | $0.00434 |
| Sonnet 5.5 | $0.00009 | $0.00217 |
| Haiku 4.5 | $0.00004 | $0.00109 |
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.
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; }
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 · 103 lines · 43 tokens per session scan A 38636b305a84
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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