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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

Discovery

89%

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

This description has strong trigger terms and completeness with an explicit 'Use when' clause covering relevant scenarios. The main weakness is the vague action verb 'Master' which doesn't convey specific capabilities like implementing systems, creating queries, or optimizing with Burst. The description successfully carves out a distinct niche within Unity development.

Suggestions

Replace 'Master' with specific concrete actions like 'Implement ECS systems, create entity archetypes, write Jobs for parallel processing, optimize with Burst compiler'

Add more specific capability verbs such as 'query entities', 'manage components', 'profile performance', or 'convert GameObjects to entities'

DimensionReasoningScore

Specificity

Names the domain (Unity ECS/DOTS) and mentions related technologies (Jobs, Burst), but uses vague action language like 'Master' rather than listing concrete actions like 'create archetypes', 'implement systems', or 'optimize queries'.

2 / 3

Completeness

Clearly answers both what ('Master Unity ECS with DOTS, Jobs, and Burst for high-performance game development') and when ('Use when building data-oriented games, optimizing performance, or working with large entity counts') with explicit trigger guidance.

3 / 3

Trigger Term Quality

Good coverage of natural terms users would say: 'Unity ECS', 'Entity Component System', 'DOTS', 'Jobs', 'Burst', 'data-oriented', 'performance', 'large entity counts' - these are terms Unity developers naturally use when seeking this help.

3 / 3

Distinctiveness Conflict Risk

Very distinct niche - Unity ECS/DOTS is a specific architecture pattern that wouldn't overlap with general Unity skills or other game development skills. The technical terms (ECS, DOTS, Jobs, Burst) create clear boundaries.

3 / 3

Total

11

/

12

Passed

Implementation

64%

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

This is a comprehensive Unity ECS reference with excellent, production-ready code examples covering all major DOTS patterns. The main weaknesses are verbosity in explaining concepts Claude already knows (ECS fundamentals), and the monolithic structure that could benefit from splitting advanced patterns into separate files. The skill excels at actionability but could improve workflow guidance for common tasks like debugging and migration.

Suggestions

Remove or significantly condense the 'Core Concepts' section and ECS vs OOP table - Claude knows these fundamentals

Add explicit workflow with validation steps for common tasks like 'Converting MonoBehaviour to ECS' or 'Debugging baking failures'

Split advanced patterns (spatial hashing, chunk jobs) into separate reference files and link from main skill

Add a troubleshooting section with common errors and their solutions (e.g., Burst compilation failures, ECB timing issues)

DimensionReasoningScore

Conciseness

The skill includes some unnecessary explanations like the ECS vs OOP comparison table and the 'Core Concepts' section explaining what entities/components/systems are - concepts Claude already knows. However, the code examples themselves are lean and efficient.

2 / 3

Actionability

Excellent executable code examples throughout - all patterns show complete, copy-paste ready C# code with proper using statements, attributes, and full method implementations. The code is production-ready, not pseudocode.

3 / 3

Workflow Clarity

While individual patterns are clear, there's no explicit workflow for converting OOP to ECS or setting up a new DOTS project. The baking pattern shows steps but lacks validation checkpoints. Missing guidance on debugging failed bakes or runtime errors.

2 / 3

Progressive Disclosure

Content is well-organized with clear sections, but it's a monolithic 400+ line file. The 'Resources' section links to external docs, but complex topics like spatial hashing and chunk iteration could be split into separate reference files. No internal cross-references to separate skill files.

2 / 3

Total

9

/

12

Passed

Validation

90%

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

Validation10 / 11 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

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

Warning

Total

10

/

11

Passed

Reviewed

Table of Contents

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