wave4-ijobchunk-full-anatomy

Iterate Unity ECS chunks in parallel with enableable-component mask handling.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave4-ijobchunk-full-anatomy
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: wave4-ijobchunk-full-anatomy
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/wave4-ijobchunk-full-anatomy
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave4-ijobchunk-full-anatomy

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the problem of correctly iterating Unity ECS chunks in parallel while handling enableable-component masks and accessing per-chunk/per-entity metadata deterministically.

Core Features & Use Cases

  • Enableable-component mask correctness: Applies an explicit enableable-component mask via a chunk entity enumerator so disabled entities are not processed.
  • Deterministic parallel ECB writes: Uses unfilteredChunkIndex as the EntityCommandBuffer.ParallelWriter sort key to keep command playback order stable.
  • Proper type handle management: Builds and uses ComponentTypeHandle<T> values in the right place so stale handles don’t cause safety errors or incorrect behavior.

Use it when a system needs per-chunk details like unfilteredChunkIndex, DidChange, shared component values, or chunk headers, and when IJobEntity cannot express the required low-level behavior.

Quick Start

Implement an IJobChunk that reads required component type handles, iterates entities using a ChunkEntityEnumerator with useEnableMask and chunkEnabledMask, and schedules it with ScheduleParallel while using unfilteredChunkIndex for all Ecb.ParallelWriter operations.

Frequently Asked Questions about wave4-ijobchunk-full-anatomy

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I iterate Unity ECS chunks in parallel while respecting enableable-component masks?▼

To iterate Unity ECS chunks in parallel while respecting enableable-component masks, use IJobChunk with a ChunkEntityEnumerator configured for useEnableMask, ensuring disabled entities are skipped during processing.

Why do my EntityCommandBuffer.ParallelWriter operations play back non-deterministically in Unity DOTS?▼

ParallelWriter operations play back non-deterministically when sort keys are inconsistent. Use the unfilteredChunkIndex from IJobChunk as the EntityCommandBuffer.ParallelWriter sort key to guarantee stable deterministic command playback.

When should I use IJobChunk instead of IJobEntity for Unity DOTS burst-compiled jobs?▼

Use IJobChunk instead of IJobEntity when your Unity DOTS system requires per-chunk metadata like unfilteredChunkIndex, DidChange, or chunk headers that higher-level iteration cannot express.

How do I avoid stale ComponentTypeHandle safety errors during parallel chunk iteration in Unity DOTS?▼

To avoid stale ComponentTypeHandle safety errors, build and acquire ComponentTypeHandle values per-frame inside the system and pass them into the IJobChunk before scheduling with ScheduleParallel.

Does IJobChunk support accessing chunk headers and shared component values in parallel Unity ECS systems?▼

Yes, IJobChunk supports accessing chunk headers and shared component values in parallel Unity ECS systems. It exposes per-chunk metadata directly, enabling deterministic processing scenarios that higher-level iteration cannot express.