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.
76
66%
Does it follow best practices?
Impact
96%
1.18xAverage score across 3 eval scenarios
Passed
No known issues
Optimize this skill with Tessl
npx tessl skill review --optimize ./plugins/game-development/skills/unity-ecs-patterns/SKILL.mdHigh-performance ECS system design
ISystem not SystemBase
100%
100%
Partial struct declaration
100%
100%
BurstCompile on systems
100%
100%
BurstCompile on methods
100%
100%
IJobEntity usage
100%
100%
ScheduleParallel
100%
100%
state.Dependency chaining
40%
100%
RequireForUpdate in OnCreate
100%
100%
ECB for entity destruction
100%
100%
RefRW/RefRO query access
100%
100%
No managed types in jobs
100%
100%
Aspects, ECB structural changes, enableable components
IAspect definition
100%
100%
Aspect component fields
100%
50%
Optional attribute on Shield
0%
100%
Shield absorbs damage first
100%
100%
IEnableableComponent for stun
0%
100%
No add/remove for stun toggling
60%
100%
ECB for structural changes
60%
100%
ISystem usage
100%
100%
BurstCompile attribute
100%
100%
Tag component usage
0%
0%
COMBAT_DESIGN.md stun explanation
0%
100%
Baking authoring, native collection lifecycle
MonoBehaviour authoring class
100%
100%
Nested Baker inner class
80%
100%
GetEntity with TransformUsageFlags
100%
100%
DependsOn in Baker
100%
100%
Persistent allocator for spatial map
100%
100%
TempJob allocator for per-frame arrays
50%
100%
Dispose in OnDestroy
100%
100%
Dispose per-frame arrays with Dependency
100%
100%
ReadOnly attribute on input arrays
100%
100%
Parallel job scheduling
100%
100%
state.Dependency chaining
100%
100%
ISystem not SystemBase
100%
100%
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Table of Contents
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