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    unity-ecs-patterns

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    About

    Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development...

    SKILL.md

    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
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