wave5-chunk-did-change-incremental-update
CommunityRecompute only changed ECS chunks.
Software Engineering#ecs#burst#performance-optimization#incremental-update#unity-dots#ijobchunk#chunk-didchange
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: Usestate.LastSystemVersionsoDidChangereflects real system-to-system versioning. - Multi-input propagation logic: Combine multiple
DidChangechecks (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 requiredComponents
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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