Unity ECS Skill

SkillMedia

Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the Unity ECS Skill skill

What this skill tells your AI

The instructions your AI receives, as published by a5c-ai/babysitter in library/specializations/game-development/skills/unity-ecs/SKILL.md and read by ahel’s review.

Data-Oriented Technology Stack (DOTS) and Entity Component System development for Unity.

Overview

This skill provides capabilities for implementing high-performance gameplay systems using Unity's Entity Component System, Jobs System, and Burst compiler.

Capabilities

Entity Component System

  • Create IComponentData structs
  • Implement ISystem and SystemBase
  • Manage entity archetypes
  • Handle entity queries and batching

Jobs System

  • Create IJob implementations
  • Implement IJobEntity for entity processing
  • Handle job dependencies and scheduling
  • Manage native containers

Burst Compiler

  • Enable Burst compilation for jobs
  • Optimize with SIMD instructions
  • Profile Burst-compiled code
  • Handle Burst limitations

Hybrid Workflow

  • Bridge ECS with GameObjects
  • Use companion components
  • Convert existing systems to ECS
  • Implement baking workflow

Prerequisites

  • Unity 2022.3+ recommended
  • Entities package (1.0+)
  • Mathematics package
  • Burst package

Usage Patterns

Component Data

public struct MoveSpeed : IComponentData
{
    public float Value;
}

public struct Velocity : IComponentData
{
    public float3 Value;
}

System Implementation

[BurstCompile]
public partial struct MovementSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        foreach (var (transform, velocity) in
            SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
        {
            transform.ValueRW.Position += velocity.ValueRO.Value * deltaTime;
        }
    }
}

Job Example

[BurstCompile]
public partial struct MovementJob : IJobEntity
{
    public float DeltaTime;

    void Execute(ref LocalTransform transform, in Velocity velocity)
    {
        transform.Position += velocity.Value * DeltaTime;
    }
}

Best Practices

  1. Keep components small and focused
  2. Use Burst for all performance-critical jobs
  3. Batch entity operations
  4. Minimize structural changes
  5. Profile with Entity Debugger

References

Signals

GitHub stars
2k
Forks
112
Last commit
Sep 2026
Advanced
Item type
skill
Key
unity-ecs
Source
github.com/a5c-ai/babysitter