Guidance for Unity data processing, editor tooling, validators, and DOTS debugging helpers. Use when building authoring workflows, diagnostics, inspectors, or developer utilities. Always isolates editor code from runtime assemblies.
Native container lifetime, allocator selection, and GC-avoidance rules for DOTS runtime code. Covers NativeArray/NativeList/NativeHashMap disposal patterns, Allocator.Temp vs TempJob vs Persistent guidance, and managed-allocation detection. Replaces the memory-checker subagent.
Hard write-partitioning rules for parallel agents when pipeline.parallelallowed=true. Defines glob-based file ownership, conflict detection, and orchestrate.py ownership-check integration. Prevents concurrent agents from writing the same files.
Validation rules for Unity DOTS features — correctness, scale, determinism, regression coverage, and release-readiness checklists. Use when creating test matrices, stress scenarios, reproduction steps, or performance regression anchors.
Lazy skill loading router for the Unity DOTS agent team. Use this to determine which Unity-Skills modules to load before spawning agents. Never load all modules — select only what the task requires.
Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.
Tester / QA role brief for the Unity DOTS Agent Team. Validates correctness, scale, determinism, regressions, and performance with evidence-backed sign-off. Loaded by the tester agent only — not for implementation or design roles.
Adaptive pipeline triage skill. Classify task complexity, blast radius, and domain in ≤8 file reads, then emit schema-valid workspace/triage.json that drives all downstream phase composition and agent selection.
Non-DOTS "Unity classic" skill covering MonoBehaviour, UI Toolkit, UGUI, VContainer, Addressables, pooling, DOTween, async/UniTask, and per-frame performance. Loaded exclusively by the unity-dev (non-DOTS) lane. Does NOT cover ECS/DOTS — use unity-dots-best-practices for entities and systems.
Unity Developer role brief for the Unity DOTS Agent Team. Implements ECS components, systems, jobs, bakers, and runtime logic strictly from the Architect's approved design. Loaded by the unity-dev and unity-dots-dev agents — never for architect, tester, or verifier roles.
ECB playback failure debugger for Unity DOTS/ECS. Load when you see: "EntityCommandBuffer playback failed", "entityExists=False", "Buffer does not exist on entity", "Component does not exist on entity", "AppendDestroyedEntityRecordError", "Invalid deferred entity", "Duplicate AddComponent during playback"…
Index of 96 senior-level Unity DOTS/ECS skills mined from EntityComponentSystemSamples — covering entities, jobs, Burst, physics, netcode, baking, and transforms. Read ROUTING.md first to locate the right sub-skill. Do NOT load this index file as a standalone skill.
Eliminate Baker boilerplate for components with a direct field-for-field mapping between authoring Inspector and runtime IComponentData, using a generic base class that auto-generates the Baker via...
Register all data sources a Baker reads via Baker API methods so the baking system reruns the Baker when any of those sources change, enabling correct incremental live-baking.
Perform post-Baker ECS processing in the baking world — cross-entity aggregation, complex structural changes, blob asset construction, and render mesh setup — that cannot be expressed within a sing...
Track entity lifecycle (creation, re-parenting, destruction) within the incremental baking pipeline using ICleanupComponentData that survives entity destruction but is still stripped from the runti...
Mark a component as existing only in the baking world so it can carry intermediate data from Bakers to baking systems without appearing in the runtime world.
Configure entity queries in baking systems to correctly include disabled entities, prefab entities, and only entities that have completed a baking pass, ensuring all entity types are processed corr...
Perform a structural change on all entities matching a query in a single pass by passing the EntityQuery directly to EntityManager, rather than iterating entities individually.
Avoid creating duplicate blob assets for identical source data by checking BlobAssetStore before building, using a stable hash as the deduplication key.
Build immutable, Burst-safe, shareable constant data blobs at bake time using BlobBuilder, register them with BlobAssetStore for lifetime management, and store BlobAssetReference in a runtime co...
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At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: