wshobson-unity-ecs-patterns

SkillFiles & storage

--- name: unity-ecs-patterns description: 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. ---

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 wshobson-unity-ecs-patterns skill

About this capability

A curated guide to convention files AI agents read, write, and act on: AGENTS.md, CLAUDE.md, SKILL.md, llms.txt, MCP configs, rules, and examples.

What this skill tells your AI

The instructions your AI receives, as published by itamarzand88/awesome-agent-conventions in conventions/skill-md/examples/domain-specific-niche/wshobson-unity-ecs-patterns/SKILL.md and read by ahel’s review.


name: unity-ecs-patterns description: 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.

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

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
31
Forks
3
Last commit
Jul 2026
Advanced
Catalog kind
skill
Gateway key
wshobson-unity-ecs-patterns
Source
github.com/itamarzand88/awesome-agent-conventions