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unity-ecs-patterns

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.

Install with Tessl CLI

npx tessl i github:Dicklesworthstone/pi_agent_rust --skill unity-ecs-patterns
What are skills?

81

Does it follow best practices?

Validation for skill structure

SKILL.md
Review
Evals

Evaluation results

100%

Projectile Movement System for a Space Shooter

ISystem, Burst, IJobEntity, ScheduleParallel

Criteria
Without context
With context

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%

Without context: $0.3779 · 4m 50s · 17 turns · 129 in / 5,677 out tokens

With context: $0.4538 · 5m 5s · 17 turns · 170 in / 5,719 out tokens

100%

15%

Enemy Wave Spawner and Cleanup System

Entity Command Buffers and structural changes

Criteria
Without context
With context

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%

Without context: $0.4034 · 8m 29s · 14 turns · 105 in / 7,545 out tokens

With context: $0.8669 · 11m 16s · 29 turns · 251 in / 10,734 out tokens

100%

17%

Multiplayer Character Management System with Global Game State

Aspects, Singletons, NativeCollection disposal

Criteria
Without context
With context

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%

Without context: $0.5176 · 6m 38s · 17 turns · 129 in / 9,681 out tokens

With context: $1.0350 · 10m 52s · 31 turns · 516 in / 13,622 out tokens

Evaluated
Agent
Claude Code

Table of Contents

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