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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.

56

Quality

63%

Does it follow best practices?

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SecuritybySnyk

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tessl review fix ./skills/unity-ecs-patterns/SKILL.md
SKILL.md
Quality
Evals
Security

Quality

Content

43%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 concise and well-organized, but it is almost entirely generic instructional scaffolding with no concrete ECS patterns, code, or commands, and its single detailed reference points to a file that is missing. The skill reads as a template skeleton rather than actionable production guidance.

Suggestions

Add at least one concrete, executable ECS pattern (e.g. a minimal Entities/Job/Burst code snippet) directly in SKILL.md so the skill is actionable even before opening the playbook.

Create the referenced `resources/implementation-playbook.md` (or fix the path) so the progressive-disclosure reference resolves to real content.

Replace the generic Instruction bullets with a concrete, sequenced workflow with explicit validation checkpoints (e.g. profile → convert to ECS → validate with Entities Foreach/Burst → benchmark) instead of 'Apply best practices and validate outcomes.'

DimensionReasoningScore

Conciseness

The body is lean with short bullet lists and no padding or explanation of concepts Claude already knows, but the templated "Do not use this skill when" bullets ("The task is unrelated to unity ecs patterns", "You need a different domain or tool outside this scope") and some duplication of the description's triggers are minor filler, fitting anchor 4 rather than the fully lean anchor 5.

4 / 5

Actionability

The Instructions are high-level hints ("Clarify goals, constraints, and required inputs", "Apply relevant best practices and validate outcomes", "Provide actionable steps and verification") with no concrete code, commands, or ECS patterns, and the one concrete reference (`resources/implementation-playbook.md`) does not exist, leaving minimal executable guidance — anchor 2 rather than 3 since no specific steps are actually present.

2 / 5

Workflow Clarity

A rough generic sequence exists (clarify → apply & validate → provide steps & verify) but it is a placeholder process, not a real workflow, with many gaps and only abstractly named validation ("validate outcomes", "verification") and no concrete checkpoints, matching anchor 2.

2 / 5

Progressive Disclosure

The SKILL.md is well-structured with clear sections and a clearly signaled one-level reference to `resources/implementation-playbook.md`, but that referenced file does not exist in the bundle, so the disclosure is partly broken — between anchors 3 and 4, settled at 3 because the signaled reference resolves to nothing.

3 / 5

Total

11

/

20

Passed

Description

82%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 strong: it explicitly states both what the skill does and when to use it, with concrete domain triggers and a clear, distinctive niche. Its only weakness is that the lead action ("Master") is somewhat generic, keeping specificity from the top score.

DimensionReasoningScore

Specificity

It names the domain and concrete technologies ("DOTS, Jobs, and Burst") plus several use-case actions ("building data-oriented games, optimizing performance, or working with large entity counts"), but the lead verb "Master" is generic and the action coverage is not comprehensive — fitting anchor 3 rather than 4 which expects several specific listed actions.

3 / 5

Completeness

It explicitly answers both what ("Master Unity ECS (Entity Component System) 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 concrete trigger phrases, matching anchor 5.

5 / 5

Trigger Term Quality

Strong natural-term coverage for the domain ("Unity ECS", "DOTS", "Jobs", "Burst", "data-oriented games", "optimizing performance", "large entity counts") that Unity developers would actually say, but it misses some synonyms/variations, so it sits at anchor 4 rather than the fully comprehensive anchor 5.

4 / 5

Distinctiveness Conflict Risk

Unity ECS with DOTS/Job System/Burst is a clearly delineated niche with distinct triggers and minimal overlap risk with other skills, matching anchor 5's "clear niche with distinct triggers; minimal conflict risk."

5 / 5

Total

17

/

20

Passed

Validation

100%

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

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
rmyndharis/antigravity-skills
Reviewed

Table of Contents

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