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unity-ecs-patterns — Claude Code skill: what it does, install

A skill for building Unity games with ECS, DOTS, Jobs, and Burst. Use it for large entity counts or CPU-bound game logic.

Install into Claude Code · Plugin marketplace All methods and platforms ↓
/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflows
Open on GitHub

What unity-ecs-patterns does

unity-ecs-patterns covers the move from object-oriented Unity code to ECS and DOTS. It explains entities, components, systems, worlds, archetypes, and chunks, then shows how data is processed in batches. This fits projects that manage thousands of entities or need a data-oriented design.

The skill includes production patterns for Entity Component System, Job System, and Burst Compiler. It recommends ISystem over SystemBase, Burst compilation, batched structural changes through ECB, and profiling with Profiler. More detailed examples are stored in references/details.md. Jobs should not perform structural changes directly, managed types break Burst, and Native collections need disposal.

Install it when your Unity project uses ECS or parallel game logic. Skip it for code that does not use DOTS or ECS concepts.

What it helps with

  • convert OOP Unity code to ECS
  • process thousands of entities in batches
  • parallelize CPU-bound game logic with Jobs and Burst
  • trace bottlenecks in ECS systems
  • group related components with Aspects

Example prompts for the agent

  • Convert this OOP Unity code to ECS and outline the components and systems.
  • Find the bottleneck in this ECS system and suggest a Jobs and Burst version.
  • Check these jobs for structural changes and replace them with ECB.

How to install unity-ecs-patterns

1Plugin marketplace

/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflows

This installs the whole game-development plugin with all its skills

2Skills CLI (Vercel)

npx skills add wshobson/agents --skill unity-ecs-patterns -a claude-code

3Manually: put the files in place

~/.claude/skills/unity-ecs-patterns/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/unity-ecs-patterns/

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Questions about unity-ecs-patterns

How do I install unity-ecs-patterns in Claude Code?

Run npx skills add wshobson/agents --skill unity-ecs-patterns -a claude-code. The skill file is placed at ~/.claude/skills/unity-ecs-patterns/SKILL.md.

What does unity-ecs-patterns do?

It helps design Unity code with ECS and DOTS, apply Jobs and Burst, and convert OOP logic to a data-oriented architecture. It covers entities, components, systems, worlds, archetypes, and chunks.

Can jobs make structural changes directly?

No. The skill recommends using ECB for structural changes. Managed types break Burst, and Native collections must be disposed.

Source text

SKILL.md · MIT
---
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

| 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

© Seth Hobson · MIT · wshobson/agents

See also

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