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unity-ecs

Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.

a5c-ai☆ 417 Repository stars21 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

View source ↗Guides

Skill instructions

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
public struct MoveSpeed : IComponentData
{
    public float Value;
}

public struct Velocity : IComponentData
{
    public float3 Value;
}
System Implementation
[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
[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

Examples

Read the usage examples in the source repository.

View source ↗

Source history

Indexed on
2026-03-11
Index updated
2026-03-11
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

GitHub ↗

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