From wshobson-unity-ecs-patterns
Provides production patterns for Unity's DOTS (ECS, Job System, Burst Compiler) to build high-performance games with large entity counts.
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Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
| 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 |
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 pattern documentation lives in references/details.md. Read that file when the navigation tier above is insufficient.
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First indexed Jul 7, 2026
Provides production patterns for Unity's DOTS (ECS, Job System, Burst Compiler) to build high-performance games with large entity counts.
Provides production patterns for Unity's DOTS (ECS, Jobs, Burst) for high-performance data-oriented game development. Use when optimizing CPU-bound game logic or managing large entity counts.
Provides production patterns for Unity's Data-Oriented Technology Stack (DOTS) including ECS, Job System, and Burst Compiler.