AI agent skill
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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When to use this skill
Use Unity Ecs Patterns when an AI agent needs a reusable SKILL.md workflow for this job: 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.
When not to use it
Skip Unity Ecs Patterns when the task is outside the coding category, or when a more specific skill in this directory already covers the same workflow with clearer triggers.
How to install
- Personal install: create ~/.claude/skills/unity-ecs-patterns/SKILL.md (and any bundled scripts) so Claude Code, Claude Desktop, and compatible agents can load it in every project.
- Project install: commit the same folder at .claude/skills/unity-ecs-patterns/ so teammates get the skill with the repo.
- Restart the agent session after copying files so it re-scans the skills directory, then ask for the task in words that match the skill description.
What this skill does
# 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
Intended uses
- 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
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