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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 specifying both what the skill does and when to use it. The main weakness is that the 'what' portion is somewhat high-level ('Master Unity ECS') rather than listing specific concrete actions the skill enables. The word 'Master' at the start reads slightly like a tutorial title rather than a capability description, though it doesn't violate the person-voice rule.

Suggestions

Replace 'Master Unity ECS' with specific concrete actions like 'Create and manage Unity ECS archetypes, schedule parallel Jobs, define components and systems, configure Burst compilation' to improve specificity.

DimensionReasoningScore

Specificity

Names the domain (Unity ECS/DOTS) and mentions some actions like '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' (Use when building data-oriented games, optimizing performance, or working with large entity counts) with an explicit 'Use when' clause.

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', 'game development'. These cover the main terms a Unity developer would use when seeking ECS help.

3 / 3

Distinctiveness Conflict Risk

Highly distinctive niche targeting Unity ECS/DOTS specifically, which is clearly separable from general Unity skills, general game development skills, or other engine-specific skills. The combination of ECS, DOTS, Jobs, and Burst creates a very specific trigger profile.

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.

The skill provides highly actionable, executable Unity ECS code examples covering a comprehensive range of patterns, which is its primary strength. However, it is far too verbose for a SKILL.md—it reads more like a full reference manual than a concise skill guide, explaining concepts Claude already understands and inlining hundreds of lines of code that should be split into supporting files. The lack of workflow sequencing and progressive disclosure significantly reduces its effectiveness as a teaching tool.

Suggestions

Reduce the SKILL.md to a concise overview (under 100 lines) with the most essential pattern (e.g., Basic ECS Setup + Movement System) and move the remaining 7 patterns into separate referenced files like PATTERNS.md or individual files per pattern.

Remove the ECS vs OOP table and 'Core Concepts' section—Claude already understands these concepts and they waste token budget.

Add a clear workflow section that sequences the steps for building an ECS feature: define components → create authoring/baker → implement system → test with Burst → profile, with validation checkpoints at each stage.

Add explicit error recovery guidance for common failure modes (e.g., 'If Burst compilation fails, check for managed types in components' or 'If entities aren't processing, verify RequireForUpdate conditions').

DimensionReasoningScore

Conciseness

The skill is extremely verbose at ~400+ lines, with extensive code examples that cover many patterns Claude already knows. 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) are excessive. Much of this is reference documentation rather than targeted instruction.

1 / 3

Actionability

The code examples are fully executable, complete with proper using statements, correct Unity ECS API usage, and copy-paste ready patterns. Each pattern demonstrates real, working C# code with proper attributes like [BurstCompile] and correct SystemAPI usage.

3 / 3

Workflow Clarity

The patterns are presented as isolated code blocks 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 pitfalls like missing Burst compilation or native collection leaks.

2 / 3

Progressive Disclosure

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

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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