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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.

64

Quality

76%

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tessl review fix ./tests/ext_conformance/artifacts/agents-wshobson/game-development/skills/unity-ecs-patterns/SKILL.md

The canonical home for this skill is unity-ecs-patterns in wshobson/agents

SKILL.md
Quality
Evals
Security

Quality

Content

78%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

The body is a strong, modern, copy-paste-ready ECS pattern catalog with excellent actionability and honest, unpadded code comments. Its weaknesses are structural: everything is inlined in one long file with no progressive disclosure, and it opens with an ECS-vs-OOP primer plus a redundant tips section that add tokens without adding skill-specific knowledge.

Suggestions

Split the eight patterns into one-level-deep reference files (e.g., references/systems.md, references/queries-and-ecb.md, references/baking.md, references/jobs.md) and keep SKILL.md as a concise overview with clearly signaled links.

Cut the 'ECS vs OOP' table and the DOTS Components glossary — core ECS concepts Claude already knows — and keep only DOTS-specific conventions.

Merge the Performance Tips and Best Practices sections into the relevant patterns to remove repetition of already-demonstrated code.

DimensionReasoningScore

Conciseness

The body is dominated by complete code with terse inline comments (e.g., '// Component: Pure data, no methods', '// Structural changes... require command buffers') and avoids tutorial padding, but it spends tokens on concepts Claude already knows — the 'ECS vs OOP' comparison table and the DOTS Components glossary ('Entity: Lightweight ID (no data)') — and the Performance Tips section restates patterns already demonstrated above ('Use Burst everywhere', 'Prefer IJobEntity', 'Schedule parallel'). That matches anchor 4 ('efficient; minor instances of over-explanation that could be trimmed') — above anchor 3's more pervasive looseness, below anchor 5's every-token-earns-its-place.

4 / 5

Actionability

All eight patterns give complete, copy-paste-ready C# using the current Entities API (SystemAPI.Query, ISystem with [BurstCompile], EntityQueryBuilder, ECB singletons and ParallelWriter, IAspect, Baker with TransformUsageFlags, IJobParallelFor with NativeParallelMultiHashMap), covering the common cases from setup through baking to parallel jobs. This matches anchor 5 ('fully executable; copy-paste ready code; specific examples cover the common cases') with no pseudocode gaps.

5 / 5

Workflow Clarity

This is a pattern catalog rather than a multi-step procedure, so sequence is expressed as organization: 'When to Use This Skill' gives selection criteria and patterns are labeled by escalating use case (Basic Setup → Systems → Queries → ECB → Aspect → Singleton → Baking → Jobs). A reader knows which pattern to reach for, but there is no explicit ordering guidance ('start with Pattern 1...') and no validation checkpoints — though none are required since no destructive or batch operations are instructed, so the cap at 3 does not apply. Fits anchor 4's 'clear sequence with most checkpoints present; minor gaps' better than anchor 3, whose steps are merely listed without navigable labeling.

4 / 5

Progressive Disclosure

There are no bundle files (no references/, scripts/, or assets/ exist), so all ~620 lines live in SKILL.md. Section headers are clear (## Patterns with ### Pattern N, ## Best Practices, ## Resources), giving real structure, but content that clearly belongs in separate reference files — eight full code patterns plus performance tips — is entirely inlined, matching anchor 3 ('some structure... content that should be separate is inline'). It is above anchor 2 (which lacks section organization) but below anchor 4, where most bulk content would be split into referenced files; the >50-line simple-skill exception does not apply at this size.

3 / 5

Total

16

/

20

Passed

Description

73%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

The description is well-targeted: it names a distinctive technology niche (Unity ECS/DOTS/Jobs/Burst) and includes an explicit 'Use when...' clause covering realistic triggers. Its main weakness is that 'Master...' describes a goal rather than listing concrete capabilities, leaving the 'what' less specific than the 'when'.

Suggestions

Replace the generic verb 'Master' with 2-3 concrete capabilities, e.g., 'Author ECS components, systems, and aspects; bake GameObjects to entities; parallelize with Jobs and Burst'.

Add natural trigger variations such as 'entity component system', 'job system', or 'convert GameObject code to ECS' to broaden keyword coverage.

DimensionReasoningScore

Specificity

"Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development" names the domain and its technologies, but the only action verb is the generic "Master" — no concrete capabilities (e.g., 'author components and systems', 'bake GameObjects', 'parallelize with jobs') are enumerated. The phrase lists tools and use cases rather than specific actions, matching anchor 3 ('names domain and 1-2 concrete actions, but not comprehensive'); it is above anchor 2 because the use cases ("building data-oriented games, optimizing performance, or working with large entity counts") are concrete, and below anchor 4 because no executable capability list is given.

3 / 5

Completeness

Both halves are present: a what ("Master Unity ECS... with DOTS, Jobs, and Burst for high-performance game development") and an explicit when ("Use when building data-oriented games, optimizing performance, or working with large entity counts"), which satisfies the 'Use when...' requirement so it is not capped at 3. However the 'what' is goal-oriented rather than action-explicit and the 'when' triggers are broad, matching anchor 4 ('both present; when could be more explicit or specific') rather than anchor 5's fully concrete trigger phrases.

4 / 5

Trigger Term Quality

Triggers include "Unity ECS", "DOTS", "Jobs", "Burst", "data-oriented", "optimizing performance", "large entity counts" — natural phrases a Unity developer would say. It misses a few common variations ("entity component system" is only in parentheses, no "job system", "entities package", or "convert to ECS" phrasing), so it fits anchor 4 ('good keyword coverage; a few natural terms missing') rather than anchor 5's comprehensive synonym list, and clearly exceeds anchor 3's partial coverage.

4 / 5

Distinctiveness Conflict Risk

"Unity ECS", "DOTS", "Burst", and "large entity counts" form a clear niche with distinct triggers; no other plausible skill overlaps with Unity's DOTS stack. This matches anchor 5 ('clear niche with distinct triggers; minimal conflict risk') and exceeds anchor 4 because even closely related skills (general Unity, C# performance) would not be selected by these terms.

5 / 5

Total

16

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (629 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository
Dicklesworthstone/pi_agent_rust
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