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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.

61

Quality

71%

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

Quality

Content

65%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.

Clean progressive-disclosure structure pairs a lean overview with a genuinely executable reference file, but the body itself carries little executable code and no procedural workflow, capping actionability and workflow clarity.

Suggestions

Add one small inline code snippet in the body (e.g. a minimal ISystem + IJobEntity example) so the overview is actionable without requiring the reader to open details.md.

Replace or trim the 'ECS vs OOP' table and component glossary, which restate concepts Claude already knows, to recover token budget.

Add a short 'How to apply these patterns' sequence (e.g. define components -> bake -> write ISystem -> schedule job -> profile) with a validation/profiling checkpoint to give the reference a clear procedural spine.

DimensionReasoningScore

Conciseness

The body is lean and well-organized with concise Do/Don't bullets and a tight 'When to Use' list, but the 'ECS vs OOP' table and the one-line component glossary re-explain concepts Claude likely already knows, giving minor instances of over-explanation that could be trimmed.

4 / 5

Actionability

The body names specific APIs (ISystem, SystemBase, ECB, Aspects, Burst) and gives directive Do/Don'ts, but contains no executable code itself; the concrete copy-paste-ready examples all live in references/details.md, so guidance in the body is concrete-ish but incomplete.

3 / 5

Workflow Clarity

This is a patterns reference rather than a procedural skill, so there is no multi-step sequence with validation checkpoints in the body; the sections are organized but no workflow is explicitly sequenced, matching the anchor with steps present but checkpoints missing.

3 / 5

Progressive Disclosure

The body is a clear overview that pushes all detailed patterns to the single, real references/details.md file, signaled explicitly ('Detailed pattern documentation lives in references/details.md. Read that file when the navigation tier above is insufficient.'), giving well-signaled one-level-deep navigation with content appropriately split.

5 / 5

Total

15

/

20

Passed

Description

78%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.

A strong, well-structured description that clearly states both capability and trigger conditions with good keyword coverage. The main weakness is that the stated actions are use-case oriented rather than concrete operations, and 'high-performance' phrasing adds slight overlap risk.

DimensionReasoningScore

Specificity

Names the domain (Unity ECS) and several specific technologies (DOTS, Jobs, Burst), but the verbs are use-case oriented ('building', 'optimizing', 'working with') rather than concrete operations, matching the anchor that names the domain with 1-2 concrete actions but is not comprehensive.

3 / 5

Completeness

Explicitly 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 concrete trigger phrases, matching the top anchor.

5 / 5

Trigger Term Quality

Good keyword coverage with natural terms a Unity developer would say ('ECS', 'Entity Component System', 'DOTS', 'Jobs', 'Burst', 'large entity counts') plus the synonym pair ECS/Entity Component System; a few natural terms (e.g. 'game objects', 'MonoBehaviour') are missing, so it sits just below comprehensive.

4 / 5

Distinctiveness Conflict Risk

The Unity ECS / DOTS framing is a clear niche with distinct triggers, but the broad 'optimizing performance' / 'high-performance game development' phrasing creates minor overlap risk with a general Unity or performance skill, placing it just below the minimal-conflict anchor.

4 / 5

Total

16

/

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
wshobson/agents
Reviewed

Table of Contents

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