itamarzand88/awesome-agent-conventions/wshobson-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.
Install
npx vskill@latest install itamarzand88/awesome-agent-conventions/wshobson-unity-ecs-patternsSKILL.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
| 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
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
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
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Source
- SKILL.md in the repositoryCheckingconventions/skill-md/examples/domain-specific-niche/wshobson-unity-ecs-patterns/SKILL.md
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