unity-ecs-patterns
π―SkillA guide to building fast Unity games that handle thousands of objects at once. It explains Unity's data-focused way of organizing game code and lists what to do and avoid for good speed.
Installation
npx skills add wshobson/agents --skill unity-ecs-patternsRun it in a terminal; it asks which AI coding tools to install it for (Claude Code, Codex, Cursor and more).
Uses skills.sh Β· Node.js 22.20+
After installing
Ask for related work and the agent uses it on its own, or call it yourself.
/unity-ecs-patternsInstall by hand
Copy the whole skill folder from GitHub to the place below. Copying only SKILL.md can leave out files the skill uses.
Open the skill folder β- This project
.claude/skills/unity-ecs-patterns/ - All projects
~/.claude/skills/unity-ecs-patterns/
These paths are for Claude Code. For other tools, the command above puts it in the right place.
What this skill does
Overview
This skill teaches patterns for Unity's DOTS, a set of tools for making games run very fast. Its core is ECS, a way to split game code into IDs, plain data and logic that works on that data. It also covers the Job System for running work on many CPU cores and Burst, a compiler that makes that code faster.
Key Features
- Learn how ECS differs from the usual object-based way of writing game code.
- Understand basic ECS terms like entity, component, system and archetype.
- Move existing object-based game code over to the ECS style.
- Follow a clear list of do's and don'ts for good speed and fewer bugs.
- Open a separate reference file for detailed worked examples.
Who is this for?
This is for Unity developers whose games slow down with many objects on screen. It suits people making large simulations, crowds or many enemies at once. Some Unity experience will help you get the most from it.
Summarized by AI from this skill's SKILL.md. Suggest a better one
SKILL.md
View on GitHub βMaster 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.
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
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