Unity ECS Patterns

SkillAI & models

Teaches your agent how to write Unity game code using entity-based architecture and performance patterns.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Unity ECS Patterns skill

About this capability

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.

What this skill tells your AI

The instructions your AI receives, as published by wshobson/agents in plugins/game-development/skills/unity-ecs-patterns/SKILL.md and read by ahel’s review.

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

AspectTraditional OOPECS/DOTS
Data layoutObject-orientedData-oriented
MemoryScatteredContiguous
ProcessingPer-objectBatched
ScalingPoor with countLinear scaling
Best forComplex behaviorsMass 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

Signals

GitHub stars
40k
Forks
4k
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
unity-ecs-patterns
Source
github.com/wshobson/agents