unity-ecs
Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.
Best use case
unity-ecs is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.
Teams using unity-ecs should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unity-ecs/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unity-ecs Compares
| Feature / Agent | unity-ecs | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unity ECS Skill
Data-Oriented Technology Stack (DOTS) and Entity Component System development for Unity.
## Overview
This skill provides capabilities for implementing high-performance gameplay systems using Unity's Entity Component System, Jobs System, and Burst compiler.
## Capabilities
### Entity Component System
- Create IComponentData structs
- Implement ISystem and SystemBase
- Manage entity archetypes
- Handle entity queries and batching
### Jobs System
- Create IJob implementations
- Implement IJobEntity for entity processing
- Handle job dependencies and scheduling
- Manage native containers
### Burst Compiler
- Enable Burst compilation for jobs
- Optimize with SIMD instructions
- Profile Burst-compiled code
- Handle Burst limitations
### Hybrid Workflow
- Bridge ECS with GameObjects
- Use companion components
- Convert existing systems to ECS
- Implement baking workflow
## Prerequisites
- Unity 2022.3+ recommended
- Entities package (1.0+)
- Mathematics package
- Burst package
## Usage Patterns
### Component Data
```csharp
public struct MoveSpeed : IComponentData
{
public float Value;
}
public struct Velocity : IComponentData
{
public float3 Value;
}
```
### System Implementation
```csharp
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
foreach (var (transform, velocity) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
{
transform.ValueRW.Position += velocity.ValueRO.Value * deltaTime;
}
}
}
```
### Job Example
```csharp
[BurstCompile]
public partial struct MovementJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Velocity velocity)
{
transform.Position += velocity.Value * DeltaTime;
}
}
```
## Best Practices
1. Keep components small and focused
2. Use Burst for all performance-critical jobs
3. Batch entity operations
4. Minimize structural changes
5. Profile with Entity Debugger
## References
- [Unity DOTS Documentation](https://docs.unity3d.com/Packages/com.unity.entities@latest)
- [Burst Manual](https://docs.unity3d.com/Packages/com.unity.burst@latest)Related Skills
unity-vfx-graph
Unity Visual Effect Graph skill for GPU particle systems, procedural effects, and high-performance visual effects.
unity-urp
Universal Render Pipeline configuration skill for Unity, including custom shaders, lighting setup, post-processing effects, and render feature development.
unity-ui-toolkit
Unity UI Toolkit skill for runtime UI development, USS styling, UXML templates, and custom visual elements.
unity-shader-graph
Unity Shader Graph skill for visual shader authoring, custom nodes, and material effects.
unity-profiler
Unity Profiler skill for performance analysis, frame debugging, memory profiling, and optimization workflows.
unity-physics
Unity Physics skill for collision detection, rigidbody dynamics, raycasting, and physics configuration.
unity-netcode
Unity Netcode for GameObjects skill for multiplayer networking, RPCs, state synchronization, and server-authoritative gameplay.
unity-input-system
Unity New Input System configuration skill for action maps, device bindings, control schemes, and cross-platform input handling.
unity-hdrp
High Definition Render Pipeline configuration for Unity, including ray tracing, volumetric effects, and high-fidelity graphics setup.
unity-development
Unity Engine integration skill for project setup, C# scripting, scene management, prefab creation, and editor automation. Enables LLMs to interact with Unity Editor through MCP servers for asset manipulation, script generation, and automated workflows.
unity-cinemachine
Unity Cinemachine skill for virtual cameras, procedural camera control, and cinematic sequences.
unity-animation
Unity Animation skill for Animator controllers, Animation Rigging, Timeline integration, and animation state machines.