Source profileQuality 69/100

wshobson/agents/plugins/game-development/skills/unity-ecs-patterns/SKILL.md

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.

Source repository stars
38,313
Declared platforms
0
Static risk flags
1
Last source update
2026-07-22
Source checked
2026-07-28

Decision brief

What it does—and where it fits

Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.

Best for

  • Building high-performance Unity games
  • Managing thousands of entities efficiently
  • Implementing data-oriented game systems

Not for

  • Tasks that require unconfirmed production actions or broad system permissions.
  • Environments where the pinned source and install steps cannot be inspected.

Compatibility matrix

Platform support, with evidence labels

PlatformStatusEvidenceWhat to check
CodexNot declaredNo explicit evidencePortability before use
Claude CodeNot declaredNo explicit evidencePortability before use
CursorNot declaredNo explicit evidencePortability before use
Gemini CLINot declaredNo explicit evidencePortability before use
Open the compatibility checker

Installation

Inspect first. Install second.

The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.

Source-detected install commandSource
npx skills add https://github.com/wshobson/agents --skill "plugins/game-development/skills/unity-ecs-patterns"
Safe inspection promptEditorial

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

What the source asks the agent to do

  1. 01

    When to Use This Skill

    Building high-performance Unity games

    Building high-performance Unity gamesManaging thousands of entities efficientlyImplementing data-oriented game systems
  2. 02

    Core Concepts

    Review the “Core Concepts” section in the pinned source before continuing.

    Review and apply the “Core Concepts” source section.
  3. 03

    1. ECS vs OOP

    Review the “1. ECS vs OOP” section in the pinned source before continuing.

    Review and apply the “1. ECS vs OOP” source section.
  4. 04

    2. DOTS Components

    Review the “2. DOTS Components” section in the pinned source before continuing.

    Review and apply the “2. DOTS Components” source section.

Permission review

Static risk signals and limitations

Reads files

low · line 39

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

Why each signal appears

EvidenceSourceComputedTestedEditorial
SignalValueEvidence typeMeaning
Quality score69/100ComputedDocumentation, specificity, maintenance, and trust rules
Repository stars38,313SourceRepository attention, not individual Skill quality
Compatibility0 platformsSourceDeclared in the catalog source record
Usage guideautomated source guideEditorialGenerated or reviewed according to the visible evidence level

Pinned source

Provenance and original SKILL.md

Repository
wshobson/agents
Skill path
plugins/game-development/skills/unity-ecs-patterns/SKILL.md
Commit
c4b82b0ad771190355eb8e204b1329732a18449a
License
MIT
Collected
2026-07-28
Default branch
main
View the original SKILL.md

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

AspectTraditional OOPECS/DOTS
Data layoutObject-orientedData-oriented
MemoryScatteredContiguous
ProcessingPer-objectBatched
ScalingPoor with countLinear scaling
Best forComplex behaviorsMass 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