unity-ecs-patterns – Data & Science skill for AI agents
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 the unity-ecs-patterns skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ecs-patterns-3f871.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /unity-ecs-patterns – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ecs-patterns-3f871.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $unity-ecs-patterns – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ecs-patterns-3f871.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /unity-ecs-patterns – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/unity-ecs-patterns-3f871.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /unity-ecs-patterns – then describe the task you want done.
SKILL.md content
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 entitiesDetailed 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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