unity-ecs-patterns
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.
By wshobson · 10,764 installs
npx skills add wshobson/agents --skill unity-ecs-patterns
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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
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