Best for
- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
wshobson/agents/plugins/game-development/skills/unity-ecs-patterns/SKILL.md
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.
Decision brief
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/wshobson/agents --skill "plugins/game-development/skills/unity-ecs-patterns"Inspect the Agent Skill "unity-ecs-patterns" from https://github.com/wshobson/agents/blob/c4b82b0ad771190355eb8e204b1329732a18449a/plugins/game-development/skills/unity-ecs-patterns/SKILL.md at commit c4b82b0ad771190355eb8e204b1329732a18449a. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
Building high-performance Unity games
Review the “Core Concepts” section in the pinned source before continuing.
Review the “1. ECS vs OOP” section in the pinned source before continuing.
Review the “2. DOTS Components” section in the pinned source before continuing.
Permission review
The documentation asks the agent to read local files, directories, or repositories.
Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 69/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 38,313 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
| 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 |
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 pattern documentation lives in references/details.md. Read that file when the navigation tier above is insufficient.