High-performance game development with Unity's data-oriented Entity Component System, Jobs, and Burst Compiler.
Works with
Covers core ECS patterns including components, systems, entities, and archetypes, with practical examples for movement, spawning, damage, and inventory management
Demonstrates both simple foreach queries and explicit job scheduling with IJobEntity and IJobChunk for fine-grained parallelization control
Includes baking workflows to convert GameObjects to entities, singleton m
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionunity-ecs-patternsExecute the skills CLI command in your project's root directory to begin installation:
Fetches unity-ecs-patterns from wshobson/agents and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate unity-ecs-patterns. Access via /unity-ecs-patterns in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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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
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;
// Component: Pure data, no methods
public struct Speed : IComponentData
{
public float Value;
}
public struct Health : IComponentData
{
public float Current;
public float Max;
}
public struct Target : IComponentData
{
public Entity Value;
}
// Tag component (zero-size marker)
public struct EnemyTag : IComponentData { }
public struct PlayerTag : IComponentData { }
// Buffer component (variable-size array)
[InternalBufferCapacity(8)]
public struct InventoryItem : IBufferElementData
{
public int ItemId;
public int Quantity;
}
// Shared component (grouped entities)
public struct TeamId : ISharedComponentData
{
public int Value;
}
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Burst;
// ISystem: Unmanaged, Burst-compatible, highest performance
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// Require components before system runs
state.RequireForUpdate<Speed>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
// Simple foreach - auto-generates job
foreach (var (transform, speed) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
{
transform.ValueRW.Position +=
new float3(0, 0, speed.ValueRO.Value * deltaTime);
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state) { }
}
// With explicit job for more control
[BurstCompile]
public partial struct MovementJobSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var job = new MoveJob
{
DeltaTime = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
public partial struct MoveJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Speed speed)
{
transform.Position += new float3(0, 0, speed.Value * DeltaTime);
}
}
[BurstCompile]
public partial struct QueryExamplesSystem : ISystem
{
private EntityQuery _enemyQuery;
public void OnCreate(ref SystemState state)
{
// Build query manually for complex cases
_enemyQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll<EnemyTag, Health, LocalTransform>()
.WithNone<Dead>()
.WithOptions(EntityQueryOptions.FilterWriteGroup)
.Build(ref state);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// SystemAPI.Query - simplest approach
foreach (var (health, entityMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
mattpocock/skills
parcadei/continuous-claude-v3
cursor/plugins
ailabs-393/ai-labs-claude-skills
pproenca/dot-skills
mattpocock/skills
I recommend unity-ecs-patterns for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Useful defaults in unity-ecs-patterns — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Useful defaults in unity-ecs-patterns — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Solid pick for teams standardizing on skills: unity-ecs-patterns is focused, and the summary matches what you get after install.
Registry listing for unity-ecs-patterns matched our evaluation — installs cleanly and behaves as described in the markdown.
unity-ecs-patterns has been reliable in day-to-day use. Documentation quality is above average for community skills.
unity-ecs-patterns fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Registry listing for unity-ecs-patterns matched our evaluation — installs cleanly and behaves as described in the markdown.
Keeps context tight: unity-ecs-patterns is the kind of skill you can hand to a new teammate without a long onboarding doc.
unity-ecs-patterns is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
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