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.
72
66%
Does it follow best practices?
Impact
Pending
No eval scenarios have been run
Passed
No known issues
Optimize this skill with Tessl
npx tessl skill review --optimize ./tests/ext_conformance/artifacts/agents-wshobson/game-development/skills/unity-ecs-patterns/SKILL.mdISystem, Burst, IJobEntity, ScheduleParallel
ISystem not SystemBase
100%
100%
BurstCompile on system
100%
100%
BurstCompile on methods
100%
100%
IJobEntity for iteration
100%
100%
ScheduleParallel used
100%
100%
Dependency chaining
100%
100%
Pure data components
100%
100%
RequireForUpdate
100%
100%
RefRW / RefRO usage
100%
100%
No managed types
100%
100%
Entity Command Buffers and structural changes
ECB for entity creation
100%
100%
ECB from system singleton
100%
100%
ParallelWriter for parallel jobs
100%
100%
EntityIndexInQuery sort key
50%
100%
No direct structural changes in jobs
100%
100%
BurstCompile on system and job
100%
100%
IJobEntity for parallel work
100%
100%
ISystem not SystemBase
100%
100%
Tag components used
100%
100%
Dependency maintained
0%
100%
Aspects, Singletons, NativeCollection disposal
IAspect defined
100%
100%
Aspect used in system
0%
100%
Singleton component defined
100%
100%
GetSingleton for reads
100%
100%
GetSingletonRW for writes
100%
100%
IEnableableComponent used
100%
100%
NativeCollection disposed
75%
100%
No managed types in components
100%
100%
ISharedComponentData used
0%
100%
EntityQueryBuilder used
100%
100%
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