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.
/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflowsWhat 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-workflowsThis installs the whole game-development plugin with all its skills
2Skills CLI (Vercel)
npx skills add wshobson/agents --skill unity-ecs-patterns -a claude-code3Manually: put the files in place
~/.claude/skills/unity-ecs-patterns/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/unity-ecs-patterns/
1Skills CLI (Vercel)
npx skills add wshobson/agents --skill unity-ecs-patterns -a codex2Manually: put the files in place
.agents/skills/unity-ecs-patterns/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add wshobson/agents --skill unity-ecs-patterns -a cursor2Manually: put the files in place
.cursor/skills/unity-ecs-patterns/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install wshobson/agents unity-ecs-patterns2Manually: put the files in place
.github/skills/unity-ecs-patterns/SKILL.mdPlatform CLI
gemini skills install https://github.com/wshobson/agents --path plugins/game-development/skills/unity-ecs-patternsManually: put the files in place
.devin/skills/unity-ecs-patterns/SKILL.mdThe legacy .windsurf/skills/ path still works
Claude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set213
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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