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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

Quality

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 is a solid skill description with excellent trigger terms and completeness, clearly targeting Unity's ECS/DOTS ecosystem with an explicit 'Use when' clause. Its main weakness is that the capabilities described are somewhat high-level ('building data-oriented games, optimizing performance') rather than listing specific concrete actions the skill enables. The word 'Master' at the beginning is slightly imperative/vague rather than describing concrete actions.

Suggestions

Replace 'Master Unity ECS' with specific concrete actions like 'Create and manage Unity ECS archetypes, schedule Jobs, configure Burst compilation, define IComponentData structs, and optimize entity queries'.

Add more specific trigger scenarios such as 'converting MonoBehaviour to ECS, writing SystemBase/ISystem implementations, or debugging chunk iteration performance'.

DimensionReasoningScore

Specificity

Names the domain (Unity ECS/DOTS) and some general actions ('building data-oriented games, optimizing performance, working with large entity counts'), but doesn't list specific concrete actions like 'create archetypes, schedule parallel jobs, define IComponentData structs, configure Burst compilation'.

2 / 3

Completeness

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

3 / 3

Trigger Term Quality

Includes strong natural keywords users would say: 'Unity ECS', 'Entity Component System', 'DOTS', 'Jobs', 'Burst', 'high-performance', 'data-oriented', 'entity counts'. These are terms Unity developers naturally use when seeking help with this system.

3 / 3

Distinctiveness Conflict Risk

Highly distinctive niche targeting Unity's ECS/DOTS stack specifically. The combination of 'Unity ECS', 'DOTS', 'Jobs', and 'Burst' creates a very clear and narrow domain that is unlikely to conflict with general Unity skills or other game development skills.

3 / 3

Total

11

/

12

Passed

Implementation

42%

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

This skill reads more like a comprehensive Unity DOTS reference manual than a focused skill file. While the code examples are high-quality and executable, the document is far too verbose for a SKILL.md, explaining concepts Claude already knows and inlining extensive pattern libraries that should be in separate files. The lack of workflow guidance and progressive disclosure significantly reduces its effectiveness as a skill.

Suggestions

Reduce the SKILL.md to a concise overview (under 100 lines) with the 1-2 most essential patterns, and move the remaining 6+ patterns into separate referenced files (e.g., PATTERNS.md, BAKING.md, JOBS.md).

Remove the ECS vs OOP table and Core Concepts section — Claude already understands these fundamentals. Focus only on Unity-specific API details and gotchas.

Add a clear workflow section with sequenced steps for building an ECS feature: define components → create authoring/baker → implement system → validate with Profiler → iterate, including validation checkpoints.

Add a troubleshooting section for common DOTS errors (Burst compilation failures, native collection leaks, structural change exceptions) with specific error messages and fixes.

DimensionReasoningScore

Conciseness

The skill is extremely verbose at ~400+ lines, with extensive code examples that cover many patterns Claude already understands. The ECS vs OOP comparison table, the 'Core Concepts' section explaining what entities/components/systems are, and the sheer volume of patterns (8 full patterns plus tips) make this a reference manual rather than a concise skill. Much of this is general Unity DOTS knowledge Claude already has.

1 / 3

Actionability

The code examples are fully executable, complete with proper using statements, correct Unity ECS API usage, and copy-paste ready patterns. Every pattern includes concrete, compilable C# code with realistic implementations.

3 / 3

Workflow Clarity

The patterns are presented as isolated examples without a clear workflow sequence for building an ECS project. There's no guidance on order of operations (e.g., define components → create bakers → write systems → test), no validation checkpoints, and no error recovery guidance for common DOTS pitfalls like Burst compilation failures or native collection leaks.

2 / 3

Progressive Disclosure

This is a monolithic wall of code with no references to external files. All 8 patterns, performance tips, and best practices are inlined into a single massive document. Content like the spatial hash implementation, baking patterns, and aspect examples could easily be split into separate reference files with links from a concise overview.

1 / 3

Total

7

/

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 (623 lines); consider splitting into references/ and linking

Warning

Total

10

/

11

Passed

Repository
wshobson/agents
Reviewed

Table of Contents

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