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.mdQuality
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 use of imperative 'Master' at the start reads slightly odd—it sounds like a tutorial title rather than a capability description—but it doesn't use first or second person.
Suggestions
Replace the vague opening 'Master Unity ECS' with specific concrete actions like 'Create and manage ECS archetypes, schedule parallel Jobs, define IComponentData structs, configure Burst compilation, and optimize entity queries'.
Add more specific trigger scenarios to the 'Use when' clause, such as 'converting MonoBehaviour code to ECS, debugging job scheduling, or setting up SystemBase/ISystem implementations'.
| Dimension | Reasoning | Score |
|---|---|---|
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' (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'. These are terms a Unity developer would naturally use when seeking help with this topic. | 3 / 3 |
Distinctiveness Conflict Risk | Highly distinctive with specific technology triggers (ECS, DOTS, Jobs, Burst) that are unique to Unity's data-oriented tech stack. Unlikely to conflict with general Unity skills or other game development skills due to the narrow technical focus. | 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 excels at providing concrete, executable C# code examples covering the full breadth of Unity ECS/DOTS patterns. However, it is far too verbose for a SKILL.md file—it reads more like a comprehensive reference document than a concise skill guide. The lack of progressive disclosure (everything inline, no external file references) and missing workflow sequencing/validation steps significantly reduce its effectiveness as a context-window-efficient skill.
Suggestions
Reduce the SKILL.md to a concise overview with 1-2 core patterns (basic component + system), and move advanced patterns (Aspects, Baking, Spatial Hashing, Jobs) to separate referenced files like BAKING.md, ASPECTS.md, JOBS.md.
Remove the 'When to Use This Skill' section and the ECS vs OOP comparison table—Claude already understands these concepts and they waste tokens.
Add a workflow section that sequences the steps for building an ECS feature: define components → implement system → set up baking → test with Profiler → optimize with Burst/Jobs, with validation checkpoints at each stage.
Trim the 'Core Concepts' section that explains what Entity, Component, System, World, Archetype, and Chunk are—these are basic DOTS concepts Claude already knows.
| Dimension | Reasoning | Score |
|---|---|---|
Conciseness | The skill is extremely verbose at ~400+ lines. The ECS vs OOP comparison table, the 'Core Concepts' section explaining what entities/components/systems are, and the 'When to Use This Skill' section all explain things Claude already knows. Many patterns could be consolidated or trimmed significantly. | 1 / 3 |
Actionability | Every pattern includes fully executable, copy-paste ready C# code with proper using statements, complete struct/class definitions, and realistic examples. The code covers components, systems, queries, ECBs, aspects, baking, and jobs with concrete implementations. | 3 / 3 |
Workflow Clarity | Patterns are presented as isolated examples rather than a sequenced workflow. There's no guidance on the order of implementation (e.g., define components → create systems → set up baking → test), no validation checkpoints, and no error recovery steps for common pitfalls like forgetting to dispose native collections or misconfiguring ECB sync points. | 2 / 3 |
Progressive Disclosure | This is a monolithic wall of code with 8 full patterns plus performance tips and best practices all inline. There are no references to external files for advanced topics. The spatial hashing, baking, and aspect patterns could easily be split into separate reference files, with SKILL.md serving as 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.
Validation — 10 / 11 Passed
Validation for skill structure
| Criteria | Description | Result |
|---|---|---|
skill_md_line_count | SKILL.md is long (623 lines); consider splitting into references/ and linking | Warning |
Total | 10 / 11 Passed | |
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Table of Contents
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