/unity-ecs-patterns
Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
Claude Code
$ npx -y skills add wshobson/agents --skill unity-ecs-patterns --agent claude-code
Codex
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a codex -y
Cursor
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a cursor -y
Gemini CLI
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a gemini-cli -y
GitHub Copilot
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a github-copilot -y
OpenCode
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a opencode -y
Windsurf
$ npx skills add wshobson/agents --skill unity-ecs-patterns -a windsurf -y
SKILL.md
unity-ecs-patterns.SKILL.mdname: unity-ecs-patterns
description: Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
Unity ECS Patterns
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
When to Use This Skill
- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimizing CPU-bound game logic
- Converting OOP game code to ECS
- Using Jobs and Burst for parallelization
Core Concepts
1. ECS vs OOP
| Aspect | Traditional OOP | ECS/DOTS | | ----------- | ----------------- | --------------- | | Data layout | Object-oriented | Data-oriented | | Memory | Scattered | Contiguous | | Processing | Per-object | Batched | | Scaling | Poor with count | Linear scaling | | Best for | Complex behaviors | Mass simulation |
2. DOTS Components
Entity: Lightweight ID (no data)
Component: Pure data (no behavior)
System: Logic that processes components
World: Container for entities
Archetype: Unique combination of components
Chunk: Memory block for same-archetype entities
Detailed patterns and worked examples
Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.
Best Practices
Do's
- **Use ISystem over SystemBase** - Better performance
- **Burst compile everything** - Massive speedup
- **Batch structural changes** - Use ECB
- **Profile with Profiler** - Identify bottlenecks
- **Use Aspects** - Clean component grouping
Don'ts
- **Don't use managed types** - Breaks Burst
- **Don't structural change in jobs** - Use ECB
- **Don't over-architect** - Start simple
- **Don't ignore chunk utilization** - Group similar entities
- **Don't forget disposal** - Native collections leak
Read more
name: unity-ecs-patterns description: Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
Unity ECS Patterns
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
When to Use This Skill
- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimizing CPU-bound game logic
- Converting OOP game code to ECS
- Using Jobs and Burst for parallelization
Core Concepts
1. ECS vs OOP
| Aspect | Traditional OOP | ECS/DOTS | | ----------- | ----------------- | --------------- | | Data layout | Object-oriented | Data-oriented | | Memory | Scattered | Contiguous | | Processing | Per-object | Batched | | Scaling | Poor with count | Linear scaling | | Best for | Complex behaviors | Mass simulation |
2. DOTS Components
Entity: Lightweight ID (no data) Component: Pure data (no behavior) System: Logic that processes components World: Container for entities Archetype: Unique combination of components Chunk: Memory block for same-archetype entities
Detailed patterns and worked examples
Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.
Best Practices
Do's
- **Use ISystem over SystemBase** - Better performance
- **Burst compile everything** - Massive speedup
- **Batch structural changes** - Use ECB
- **Profile with Profiler** - Identify bottlenecks
- **Use Aspects** - Clean component grouping
Don'ts
- **Don't use managed types** - Breaks Burst
- **Don't structural change in jobs** - Use ECB
- **Don't over-architect** - Start simple
- **Don't ignore chunk utilization** - Group similar entities
- **Don't forget disposal** - Native collections leak
Use one collection of plugins, agents, skills, and commands across Claude Code, OpenAI Codex CLI, Cursor, OpenCode, Antigravity CLI, GitHub Copilot, and Pi. A harness is the coding tool that loads and runs the components.
Other skills on agents.
More skills from other plugins.
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
ask-matt
Ask which skill or flow fits your situation. A router over the skills in this repo.
Questions about unity-ecs-patterns.
- Which coding agents can use unity-ecs-patterns?
- unity-ecs-patterns installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

