unity-ecs-patterns

Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.

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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

  1. 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

Patterns

Pattern 1: Basic ECS Setup

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; }

Pattern 2: Systems with ISystem (Recommended)

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&#x3C;RefRW&#x3C;LocalTransform>, RefRO&#x3C;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);
}

}

Pattern 3: Entity Queries

[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&#x3C;EnemyTag, Health, LocalTransform>()
        .WithNone&#x3C;Dead>()
        .WithOptions(EntityQueryOptions.FilterWriteGroup)
        .Build(ref state);
}

[BurstCompile]
public void OnUpdate(ref SystemState state)
{
    // SystemAPI.Query - simplest approach
    foreach (var (health, entity) in
        SystemAPI.Query&#x3C;RefRW&#x3C;Health>>()
            .WithAll&#x3C;EnemyTag>()
            .WithEntityAccess())
    {
        if (health.ValueRO.Current &#x3C;= 0)
        {
            // Mark for destruction
            SystemAPI.GetSingleton&#x3C;EndSimulationEntityCommandBufferSystem.Singleton>()
                .CreateCommandBuffer(state.WorldUnmanaged)
                .DestroyEntity(entity);
        }
    }

    // Get count
    int enemyCount = _enemyQuery.CalculateEntityCount();

    // Get all entities
    var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);

    // Get component arrays
    var healths = _enemyQuery.ToComponentDataArray&#x3C;Health>(Allocator.Temp);
}

}

Pattern 4: Entity Command Buffers (Structural Changes)

// Structural changes (create/destroy/add/remove) require command buffers [BurstCompile] [UpdateInGroup(typeof(SimulationSystemGroup))] public partial struct SpawnSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>(); var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);

    foreach (var (spawner, transform) in
        SystemAPI.Query&#x3C;RefRW&#x3C;Spawner>, RefRO&#x3C;LocalTransform>>())
    {
        spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;

        if (spawner.ValueRO.Timer &#x3C;= 0)
        {
            spawner.ValueRW.Timer = spawner.ValueRO.Interval;

            // Create entity (deferred until sync point)
            Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab);

            // Set component values
            ecb.SetComponent(newEntity, new LocalTransform
            {
                Position = transform.ValueRO.Position,
                Rotation = quaternion.identity,
                Scale = 1f
            });

            // Add component
            ecb.AddComponent(newEntity, new Speed { Value = 5f });
        }
    }
}

}

// Parallel ECB usage [BurstCompile] public partial struct ParallelSpawnJob : IJobEntity { public EntityCommandBuffer.ParallelWriter ECB;

void Execute([EntityIndexInQuery] int index, in Spawner spawner)
{
    Entity e = ECB.Instantiate(index, spawner.Prefab);
    ECB.AddComponent(index, e, new Speed { Value = 5f });
}

}

Pattern 5: Aspect (Grouping Components)

using Unity.Entities; using Unity.Transforms; using Unity.Mathematics;

// Aspect: Groups related components for cleaner code public readonly partial struct CharacterAspect : IAspect { public readonly Entity Entity;

private readonly RefRW&#x3C;LocalTransform> _transform;
private readonly RefRO&#x3C;Speed> _speed;
private readonly RefRW&#x3C;Health> _health;

// Optional component
[Optional]
private readonly RefRO&#x3C;Shield> _shield;

// Buffer
private readonly DynamicBuffer&#x3C;InventoryItem> _inventory;

public float3 Position
{
    get => _transform.ValueRO.Position;
    set => _transform.ValueRW.Position = value;
}

public float CurrentHealth => _health.ValueRO.Current;
public float MaxHealth => _health.ValueRO.Max;
public float MoveSpeed => _speed.ValueRO.Value;

public bool HasShield => _shield.IsValid;
public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;

public void TakeDamage(float amount)
{
    float remaining = amount;

    if (HasShield &#x26;&#x26; _shield.ValueRO.Amount > 0)
    {
        // Shield absorbs damage first
        remaining = math.max(0, amount - _shield.ValueRO.Amount);
    }

    _health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
}

public void Move(float3 direction, float deltaTime)
{
    _transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
}

public void AddItem(int itemId, int quantity)
{
    _inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
}

}

// Using aspect in system [BurstCompile] public partial struct CharacterSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { float dt = SystemAPI.Time.DeltaTime;

    foreach (var character in SystemAPI.Query&#x3C;CharacterAspect>())
    {
        character.Move(new float3(1, 0, 0), dt);

        if (character.CurrentHealth &#x3C; character.MaxHealth * 0.5f)
        {
            // Low health logic
        }
    }
}

}

Pattern 6: Singleton Components

// Singleton: Exactly one entity with this component public struct GameConfig : IComponentData { public float DifficultyMultiplier; public int MaxEnemies; public float SpawnRate; }

public struct GameState : IComponentData { public int Score; public int Wave; public float TimeRemaining; }

// Create singleton on world creation public partial struct GameInitSystem : ISystem { public void OnCreate(ref SystemState state) { var entity = state.EntityManager.CreateEntity(); state.EntityManager.AddComponentData(entity, new GameConfig { DifficultyMultiplier = 1.0f, MaxEnemies = 100, SpawnRate = 2.0f }); state.EntityManager.AddComponentData(entity, new GameState { Score = 0, Wave = 1, TimeRemaining = 120f }); } }

// Access singleton in system [BurstCompile] public partial struct ScoreSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { // Read singleton var config = SystemAPI.GetSingleton<GameConfig>();

    // Write singleton
    ref var gameState = ref SystemAPI.GetSingletonRW&#x3C;GameState>().ValueRW;
    gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;

    // Check exists
    if (SystemAPI.HasSingleton&#x3C;GameConfig>())
    {
        // ...
    }
}

}

Pattern 7: Baking (Converting GameObjects)

using Unity.Entities; using UnityEngine;

// Authoring component (MonoBehaviour in Editor) public class EnemyAuthoring : MonoBehaviour { public float Speed = 5f; public float Health = 100f; public GameObject ProjectilePrefab;

class Baker : Baker&#x3C;EnemyAuthoring>
{
    public override void Bake(EnemyAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.Dynamic);

        AddComponent(entity, new Speed { Value = authoring.Speed });
        AddComponent(entity, new Health
        {
            Current = authoring.Health,
            Max = authoring.Health
        });
        AddComponent(entity, new EnemyTag());

        if (authoring.ProjectilePrefab != null)
        {
            AddComponent(entity, new ProjectilePrefab
            {
                Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
            });
        }
    }
}

}

// Complex baking with dependencies public class SpawnerAuthoring : MonoBehaviour { public GameObject[] Prefabs; public float Interval = 1f;

class Baker : Baker&#x3C;SpawnerAuthoring>
{
    public override void Bake(SpawnerAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.Dynamic);

        AddComponent(entity, new Spawner
        {
            Interval = authoring.Interval,
            Timer = 0f
        });

        // Bake buffer of prefabs
        var buffer = AddBuffer&#x3C;SpawnPrefabElement>(entity);
        foreach (var prefab in authoring.Prefabs)
        {
            buffer.Add(new SpawnPrefabElement
            {
                Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
            });
        }

        // Declare dependencies
        DependsOn(authoring.Prefabs);
    }
}

}

Pattern 8: Jobs with Native Collections

using Unity.Jobs; using Unity.Collections; using Unity.Burst; using Unity.Mathematics;

[BurstCompile] public struct SpatialHashJob : IJobParallelFor { [ReadOnly] public NativeArray<float3> Positions;

// Thread-safe write to hash map
public NativeParallelMultiHashMap&#x3C;int, int>.ParallelWriter HashMap;

public float CellSize;

public void Execute(int index)
{
    float3 pos = Positions[index];
    int hash = GetHash(pos);
    HashMap.Add(hash, index);
}

int GetHash(float3 pos)
{
    int x = (int)math.floor(pos.x / CellSize);
    int y = (int)math.floor(pos.y / CellSize);
    int z = (int)math.floor(pos.z / CellSize);
    return x * 73856093 ^ y * 19349663 ^ z * 83492791;
}

}

[BurstCompile] public partial struct SpatialHashSystem : ISystem { private NativeParallelMultiHashMap<int, int> _hashMap;

public void OnCreate(ref SystemState state)
{
    _hashMap = new NativeParallelMultiHashMap&#x3C;int, int>(10000, Allocator.Persistent);
}

public void OnDestroy(ref SystemState state)
{
    _hashMap.Dispose();
}

[BurstCompile]
public void OnUpdate(ref SystemState state)
{
    var query = SystemAPI.QueryBuilder()
        .WithAll&#x3C;LocalTransform>()
        .Build();

    int count = query.CalculateEntityCount();

    // Resize if needed
    if (_hashMap.Capacity &#x3C; count)
    {
        _hashMap.Capacity = count * 2;
    }

    _hashMap.Clear();

    // Get positions
    var positions = query.ToComponentDataArray&#x3C;LocalTransform>(Allocator.TempJob);
    var posFloat3 = new NativeArray&#x3C;float3>(count, Allocator.TempJob);

    for (int i = 0; i &#x3C; count; i++)
    {
        posFloat3[i] = positions[i].Position;
    }

    // Build hash map
    var hashJob = new SpatialHashJob
    {
        Positions = posFloat3,
        HashMap = _hashMap.AsParallelWriter(),
        CellSize = 10f
    };

    state.Dependency = hashJob.Schedule(count, 64, state.Dependency);

    // Cleanup
    positions.Dispose(state.Dependency);
    posFloat3.Dispose(state.Dependency);
}

}

Performance Tips

// 1. Use Burst everywhere [BurstCompile] public partial struct MySystem : ISystem { }

// 2. Prefer IJobEntity over manual iteration [BurstCompile] partial struct OptimizedJob : IJobEntity { void Execute(ref LocalTransform transform) { } }

// 3. Schedule parallel when possible state.Dependency = job.ScheduleParallel(state.Dependency);

// 4. Use ScheduleParallel with chunk iteration [BurstCompile] partial struct ChunkJob : IJobChunk { public ComponentTypeHandle<Health> HealthHandle;

public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
    bool useEnabledMask, in v128 chunkEnabledMask)
{
    var healths = chunk.GetNativeArray(ref HealthHandle);
    for (int i = 0; i &#x3C; chunk.Count; i++)
    {
        // Process
    }
}

}

// 5. Avoid structural changes in hot paths // Use enableable components instead of add/remove public struct Disabled : IComponentData, IEnableableComponent { }

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

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