wave5-chunk-did-change-incremental-update

Community

Recompute only changed ECS chunks.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill helps you avoid wasting CPU time by preventing Unity DOTS IJobChunk systems from recomputing derived data for chunks that have not changed since the last frame.

Core Features & Use Cases

  • Chunk-level incremental execution with chunk.DidChange(): Skip work when no relevant input component data changed for a given chunk.
  • Correct change-version wiring via LastSystemVersion: Use state.LastSystemVersion so DidChange reflects real system-to-system versioning.
  • Multi-input propagation logic: Combine multiple DidChange checks (e.g., parent and child transforms) to ensure only correct recomputations occur.
  • Use Case: Recomputing expensive derived values like world-space bounds or LocalToWorld-related outputs while most entities remain static across frames.

Quick Start

Use chunk.DidChange(ref YourInputHandle, LastSystemVersion) inside your IJobChunk Execute method and immediately return when it reports no change.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: wave5-chunk-did-change-incremental-update
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave5-chunk-did-change-incremental-update

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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