Skill Claude Code
Wire every scheduled job into the system''s dependency chain via state.Dependency so the ECS scheduler can automatically enforce read/write ordering between systems without explicit sync points.
Skill Claude Code
Wire every scheduled job into the system''s dependency chain via state.Dependency so the ECS scheduler can automatically enforce read/write ordering between systems without explicit sync points.
Skill Claude Code
Store managed references (GameObject, MonoBehaviour, Unity UI objects) on an ECS entity to bridge the ECS and GameObject worlds during hybrid initialization.
Skill Claude Code
Create multiple runtime entities from a single authoring GameObject using CreateAdditionalEntity, with BakingOnlyEntity marking staging entities that should not appear in the runtime world.
Skill Claude Code
Declare a precondition that prevents a system from running when its required singleton or component type is absent, eliminating boilerplate null-checks and reducing unnecessary scheduling cost.
Skill Claude Code
Access a globally unique configuration or state entity in O(1) time without query overhead, using GetSingleton / GetSingletonRW / GetSingletonEntity.
Skill Claude Code
Senior-level pattern for expressing world-unique data (game config, controls, frame input snapshot, prefab tables) as singleton entities with O(1) SystemAPI.GetSingleton () / GetSingletonRW () access, gated by state.RequireForUpdate (). Covers the >1-instance throw, write-from-parallel safety, scene-merge collision…
Skill Claude Code
Choose between value mutation, enableable component toggle, and structural add/remove based on change frequency, providing the canonical decision model for ECS state transitions.
Skill Claude Code
Declare a system''s group membership and relative ordering within that group using attributes, producing deterministic execution order verified at world initialization.
Skill Claude Code
Iterate matching entities on the main thread using a concise, source-generated foreach that declares read/write intent and eliminates manual type handle boilerplate.
Skill Claude Code
Mark entity membership in a logical group or boolean state without storing any data, enabling query-level dispatch with zero chunk overhead.
Skill Claude Code
Mark a component as a single-pass baking signal — present during Baker execution and baking system processing within one baking pass, then automatically removed before the next pass.
Skill Claude Code
Safely combine entity iteration with per-entity structural changes by snapshotting entity IDs and component data into NativeArrays before performing structural changes, avoiding iterator invalidation.
Skill Claude Code
Declare exactly which transform components an entity needs at bake time, preventing spurious LocalTransform/LocalToWorld components on data-only entities and missing transforms on moving entities.
Skill Claude Code
Apply [BurstCompile] correctly to ISystem methods and job structs to guarantee native-code compilation of both scheduling and execution paths.
Skill Claude Code
Write each entity''s computed result to a pre-allocated NativeArray using a stable per-entity index, enabling lock-free parallel scatter for inter-job data passing.
Skill Claude Code
Schedule sequential work off the main thread using IJob without parallelism overhead.
Skill Claude Code
Low-level parallel chunk iteration with explicit enableable-component mask handling, type handle management, and per-chunk metadata access.
Skill Claude Code
Extend IJobEntity with query filters, sort key parameters, and implicit-query scheduling for production ECS systems.
Skill Claude Code
Process large non-entity NativeArrays in parallel by distributing index ranges across worker threads.
Skill Claude Code
Create a fan-in barrier that forces a downstream job to wait for multiple independent upstream jobs without introducing a sync point.
Skill Claude Code
Allow each parallel worker in IJobChunk to hold its own per-thread scratch NativeContainer by opting out of the safety system''s shared-container restriction.
Skill Claude Code
Enable multiple parallel workers to insert into a shared hash map concurrently without locks, using AsParallelWriter() for spatial partitioning, bucketing, or grouping patterns.
Skill Claude Code
Use managed SystemBase class when the system itself requires managed resources, while delegating hot-path work to Burst-compiled inner IJobEntity structs.
Skill Claude Code
Generate statistically independent, deterministic random streams per entity in parallel jobs using Unity.Mathematics.Random.CreateFromIndex().
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: