Agent skill · software engineering · wshobson

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.

Why this skill is useful

Provides specific patterns and best practices for optimizing performance in Unity ECS that the AI wouldn't reliably generate on its own.

What it needs

About 1k tokens when loaded. Last updated 2026-08-05. 38,570 stars on the source repository.

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 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

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

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