Install
$ agentstack add skill-sherererlock-unity-dev-claudecode-unity-ecs-patterns ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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
Patterns
Pattern 1: Basic ECS Setup
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;
// Component: Pure data, no methods
public struct Speed : IComponentData
{
public float Value;
}
public struct Health : IComponentData
{
public float Current;
public float Max;
}
public struct Target : IComponentData
{
public Entity Value;
}
// Tag component (zero-size marker)
public struct EnemyTag : IComponentData { }
public struct PlayerTag : IComponentData { }
// Buffer component (variable-size array)
[InternalBufferCapacity(8)]
public struct InventoryItem : IBufferElementData
{
public int ItemId;
public int Quantity;
}
// Shared component (grouped entities)
public struct TeamId : ISharedComponentData
{
public int Value;
}
Pattern 2: Systems with ISystem (Recommended)
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Burst;
// ISystem: Unmanaged, Burst-compatible, highest performance
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// Require components before system runs
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
// Simple foreach - auto-generates job
foreach (var (transform, speed) in
SystemAPI.Query, RefRO>())
{
transform.ValueRW.Position +=
new float3(0, 0, speed.ValueRO.Value * deltaTime);
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state) { }
}
// With explicit job for more control
[BurstCompile]
public partial struct MovementJobSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var job = new MoveJob
{
DeltaTime = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
public partial struct MoveJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Speed speed)
{
transform.Position += new float3(0, 0, speed.Value * DeltaTime);
}
}
Pattern 3: Entity Queries
[BurstCompile]
public partial struct QueryExamplesSystem : ISystem
{
private EntityQuery _enemyQuery;
public void OnCreate(ref SystemState state)
{
// Build query manually for complex cases
_enemyQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll()
.WithNone()
.WithOptions(EntityQueryOptions.FilterWriteGroup)
.Build(ref state);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// SystemAPI.Query - simplest approach
foreach (var (health, entity) in
SystemAPI.Query>()
.WithAll()
.WithEntityAccess())
{
if (health.ValueRO.Current ()
.CreateCommandBuffer(state.WorldUnmanaged)
.DestroyEntity(entity);
}
}
// Get count
int enemyCount = _enemyQuery.CalculateEntityCount();
// Get all entities
var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);
// Get component arrays
var healths = _enemyQuery.ToComponentDataArray(Allocator.Temp);
}
}
Pattern 4: Entity Command Buffers (Structural Changes)
// Structural changes (create/destroy/add/remove) require command buffers
[BurstCompile]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct SpawnSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var (spawner, transform) in
SystemAPI.Query, RefRO>())
{
spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;
if (spawner.ValueRO.Timer _transform;
private readonly RefRO _speed;
private readonly RefRW _health;
// Optional component
[Optional]
private readonly RefRO _shield;
// Buffer
private readonly DynamicBuffer _inventory;
public float3 Position
{
get => _transform.ValueRO.Position;
set => _transform.ValueRW.Position = value;
}
public float CurrentHealth => _health.ValueRO.Current;
public float MaxHealth => _health.ValueRO.Max;
public float MoveSpeed => _speed.ValueRO.Value;
public bool HasShield => _shield.IsValid;
public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;
public void TakeDamage(float amount)
{
float remaining = amount;
if (HasShield && _shield.ValueRO.Amount > 0)
{
// Shield absorbs damage first
remaining = math.max(0, amount - _shield.ValueRO.Amount);
}
_health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
}
public void Move(float3 direction, float deltaTime)
{
_transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
}
public void AddItem(int itemId, int quantity)
{
_inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
}
}
// Using aspect in system
[BurstCompile]
public partial struct CharacterSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var character in SystemAPI.Query())
{
character.Move(new float3(1, 0, 0), dt);
if (character.CurrentHealth ();
// Write singleton
ref var gameState = ref SystemAPI.GetSingletonRW().ValueRW;
gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;
// Check exists
if (SystemAPI.HasSingleton())
{
// ...
}
}
}
Pattern 7: Baking (Converting GameObjects)
using Unity.Entities;
using UnityEngine;
// Authoring component (MonoBehaviour in Editor)
public class EnemyAuthoring : MonoBehaviour
{
public float Speed = 5f;
public float Health = 100f;
public GameObject ProjectilePrefab;
class Baker : Baker
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Speed { Value = authoring.Speed });
AddComponent(entity, new Health
{
Current = authoring.Health,
Max = authoring.Health
});
AddComponent(entity, new EnemyTag());
if (authoring.ProjectilePrefab != null)
{
AddComponent(entity, new ProjectilePrefab
{
Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
});
}
}
}
}
// Complex baking with dependencies
public class SpawnerAuthoring : MonoBehaviour
{
public GameObject[] Prefabs;
public float Interval = 1f;
class Baker : Baker
{
public override void Bake(SpawnerAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Spawner
{
Interval = authoring.Interval,
Timer = 0f
});
// Bake buffer of prefabs
var buffer = AddBuffer(entity);
foreach (var prefab in authoring.Prefabs)
{
buffer.Add(new SpawnPrefabElement
{
Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
});
}
// Declare dependencies
DependsOn(authoring.Prefabs);
}
}
}
Pattern 8: Jobs with Native Collections
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
using Unity.Mathematics;
[BurstCompile]
public struct SpatialHashJob : IJobParallelFor
{
[ReadOnly]
public NativeArray Positions;
// Thread-safe write to hash map
public NativeParallelMultiHashMap.ParallelWriter HashMap;
public float CellSize;
public void Execute(int index)
{
float3 pos = Positions[index];
int hash = GetHash(pos);
HashMap.Add(hash, index);
}
int GetHash(float3 pos)
{
int x = (int)math.floor(pos.x / CellSize);
int y = (int)math.floor(pos.y / CellSize);
int z = (int)math.floor(pos.z / CellSize);
return x * 73856093 ^ y * 19349663 ^ z * 83492791;
}
}
[BurstCompile]
public partial struct SpatialHashSystem : ISystem
{
private NativeParallelMultiHashMap _hashMap;
public void OnCreate(ref SystemState state)
{
_hashMap = new NativeParallelMultiHashMap(10000, Allocator.Persistent);
}
public void OnDestroy(ref SystemState state)
{
_hashMap.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var query = SystemAPI.QueryBuilder()
.WithAll()
.Build();
int count = query.CalculateEntityCount();
// Resize if needed
if (_hashMap.Capacity (Allocator.TempJob);
var posFloat3 = new NativeArray(count, Allocator.TempJob);
for (int i = 0; i HealthHandle;
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
bool useEnabledMask, in v128 chunkEnabledMask)
{
var healths = chunk.GetNativeArray(ref HealthHandle);
for (int i = 0; i < chunk.Count; i++)
{
// Process
}
}
}
// 5. Avoid structural changes in hot paths
// Use enableable components instead of add/remove
public struct Disabled : IComponentData, IEnableableComponent { }
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
Resources
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: sherererlock
- Source: sherererlock/UnityDev_ClaudeCode
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.