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/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.

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$ npx -y skills add wshobson/agents --skill unity-ecs-patterns --agent claude-code

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  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/unity-ecs-patterns

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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.

SKILL.md

unity-ecs-patterns.SKILL.md
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
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Production-ready agentic workflow building blocks: 94 plugins, 202 agents, 183 skills, 105 commands — built for Claude Code and consumed natively by OpenAI Codex CLI, Cursor, OpenCode, the Antigravity CLI, GitHub Copilot, and Pi from a single Markdown source.

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