Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.
Scanned 9/2/2026
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---
name: unity-ecs
description: Unity DOTS/ECS skill for data-oriented design, jobs system, burst compiler optimization, and high-performance gameplay systems.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:scene-graphs, skill-area:game-engines]
roles: [role:game-developer]
---
# Unity ECS Skill
Data-Oriented Technology Stack (DOTS) and Entity Component System development for Unity.
## Overview
This skill provides capabilities for implementing high-performance gameplay systems using Unity's Entity Component System, Jobs System, and Burst compiler.
## Capabilities
### Entity Component System
- Create IComponentData structs
- Implement ISystem and SystemBase
- Manage entity archetypes
- Handle entity queries and batching
### Jobs System
- Create IJob implementations
- Implement IJobEntity for entity processing
- Handle job dependencies and scheduling
- Manage native containers
### Burst Compiler
- Enable Burst compilation for jobs
- Optimize with SIMD instructions
- Profile Burst-compiled code
- Handle Burst limitations
### Hybrid Workflow
- Bridge ECS with GameObjects
- Use companion components
- Convert existing systems to ECS
- Implement baking workflow
## Prerequisites
- Unity 2022.3+ recommended
- Entities package (1.0+)
- Mathematics package
- Burst package
## Usage Patterns
### Component Data
```csharp
public struct MoveSpeed : IComponentData
{
public float Value;
}
public struct Velocity : IComponentData
{
public float3 Value;
}
```
### System Implementation
```csharp
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
foreach (var (transform, velocity) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Velocity>>())
{
transform.ValueRW.Position += velocity.ValueRO.Value * deltaTime;
}
}
}
```
### Job Example
```csharp
[BurstCompile]
public partial struct MovementJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Velocity velocity)
{
transform.Position += velocity.Value * DeltaTime;
}
}
```
## Best Practices
1. Keep components small and focused
2. Use Burst for all performance-critical jobs
3. Batch entity operations
4. Minimize structural changes
5. Profile with Entity Debugger
## References
- [Unity DOTS Documentation](https://docs.unity3d.com/Packages/com.unity.entities@latest)
- [Burst Manual](https://docs.unity3d.com/Packages/com.unity.burst@latest)
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