# 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. Source: https://skillsagentes.com/skills/wshobson/agents/unity-ecs-patterns Repository: https://github.com/wshobson/agents Author: wshobson License: MIT Updated: hace 2 meses Context cost: 52 tok installed, 517 tok once triggered, 4.1k tok with every bundled file Bundle: 2 files, 16 KB Permissions requested: none declared ## Install ```bash npx -y skills add wshobson/agents --skill unity-ecs-patterns --agent claude-code ``` ## What it does - Aplica patrones de Unity DOTS: Entity Component System, Job System y Burst Compiler - Guía la conversión de código OOP a arquitectura ECS orientada a datos - Aporta buenas prácticas de rendimiento: ISystem, ECB para cambios estructurales, gestión de chunks ## Use it when - Construir juegos Unity de alto rendimiento - Gestionar miles de entidades de forma eficiente - Implementar sistemas de juego orientados a datos - Optimizar lógica de juego limitada por CPU ## What triggers it - "Ayúdame a convertir este código OOP de Unity a ECS" - "¿Cómo uso Jobs y Burst para paralelizar mi sistema de movimiento?" - "Necesito optimizar una simulación con miles de entidades en Unity DOTS" ## Before you install - Requiere Unity con el paquete DOTS (ECS, Jobs, Burst) instalado. ## Files - SKILL.md — 2 KB - references/details.md — 14 KB ## SKILL.md Reproduced verbatim from wshobson/agents under MIT. This section is the upstream document and is in English. # Unity ECS Patterns Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler. ## When to Use This Skill - Building high-performance Unity games - Managing thousands of entities efficiently - Implementing data-oriented game systems - Optimizing CPU-bound game logic - Converting OOP game code to ECS - Using Jobs and Burst for parallelization ## Core Concepts ### 1. ECS vs OOP | Aspect | Traditional OOP | ECS/DOTS | | ----------- | ----------------- | --------------- | | Data layout | Object-oriented | Data-oriented | | Memory | Scattered | Contiguous | | Processing | Per-object | Batched | | Scaling | Poor with count | Linear scaling | | Best for | Complex behaviors | Mass simulation | ### 2. DOTS Components ``` Entity: Lightweight ID (no data) Component: Pure data (no behavior) System: Logic that processes components World: Container for entities Archetype: Unique combination of components Chunk: Memory block for same-archetype entities ``` ## Detailed patterns and worked examples Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient. ## Best Practices ### Do's - **Use ISystem over SystemBase** - Better performance - **Burst compile everything** - Massive speedup - **Batch structural changes** - Use ECB - **Profile with Profiler** - Identify bottlenecks - **Use Aspects** - Clean component grouping ### Don'ts - **Don't use managed types** - Breaks Burst - **Don't structural change in jobs** - Use ECB - **Don't over-architect** - Start simple - **Don't ignore chunk utilization** - Group similar entities - **Don't forget disposal** - Native collections leak --- Skills Agentes — https://skillsagentes.com/skills/wshobson/agents/unity-ecs-patterns