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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.

76

1.18x
Quality

66%

Does it follow best practices?

Impact

96%

1.18x

Average score across 3 eval scenarios

SecuritybySnyk

Passed

No known issues

Optimize this skill with Tessl

npx tessl skill review --optimize ./plugins/game-development/skills/unity-ecs-patterns/SKILL.md
SKILL.md
Quality
Evals
Security

Evaluation results

100%

6%

Bullet Simulation System for Top-Down Shooter

High-performance ECS system design

Criteria
Without context
With context

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%

88%

32%

Character Combat and Stun System

Aspects, ECB structural changes, enableable components

Criteria
Without context
With context

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%

100%

6%

NPC Flock Authoring and Proximity Detection System

Baking authoring, native collection lifecycle

Criteria
Without context
With context

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%

Repository
wshobson/agents
Evaluated
Agent
Claude Code
Model
Claude Sonnet 4.6

Table of Contents

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