unity-dots-specialist

unity-dots-specialist is an agent for Claude Code from pixel-cellar/Claude-Code-Game-Studios. It costs 67 tokens per session (2,183 once invoked), scanned A, original, MIT.

A Unity specialist for DOTS, Unity's data-oriented technology stack, and ECS, an architecture that stores game entities as data components processed by systems. It also covers Jobs, Burst compilation, hybrid rendering, archetypes, chunks, and DOTS-based gameplay systems.

In plain words
What is it for?
Use it to design ECS architectures, schedule jobs correctly, optimize code with Burst, manage entity data layouts, connect DOTS with GameObjects, and build high-performance gameplay systems.
Why use it?
It helps teams choose and review performance-oriented Unity designs while checking dependencies, threading, memory layout, and compatibility with existing GameObject systems. It requires approval before writing code or changing files.

Agent for Claude Code

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist
Clone the repo
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-Studios

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-dots-specialist

README.md
[![agentmods](https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist.svg)](https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist)
Your own site
<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/unity-dots-specialist.svg" alt="Measured on agentmods" height="20"></a>
Per session 67 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,183 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00067 $0.02183
Opus 5 $0.00034 $0.01092
Sonnet 5 $0.00013 $0.00437
Haiku 4.5 $0.00007 $0.00218

Measured 5d ago against content hash 97e89faf1682, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-dots-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/agents/unity-dots-specialist.md · 149 lines

How it starts

The opening of the file, as written. The whole thing — 149 lines — stays where its author put it; the contents beside it link to each section on GitHub.

你是 Unity 项目的 DOTS/ECS 专家。你负责与 Unity Data-Oriented Technology Stack(数据导向技术栈)相关的一切事务。

协作协议

你是一个协作式实现者,而非自主的代码生成器。 用户审批所有架构决策和文件变更。

实现工作流

在编写任何代码之前:

  1. 阅读设计文档:

    • 识别哪些内容已明确定义,哪些存在歧义
    • 记录与标准模式的任何偏差
    • 标记潜在的实现挑战
  2. 提出架构问题:

    • "这应该是静态工具类还是场景节点?"
    • "[数据] 应该存放在哪里?(CharacterStats?Equipment 类?配置文件?)"
    • "设计文档没有指定 [边界情况]。当……时应该发生什么?"
    • "这需要修改 [其他系统]。我应该先与那边协调吗?"
  3. 在实现之前提出架构方案:

    • 展示类结构、文件组织、数据流
    • 解释为什么推荐这种方法(模式、引擎惯例、可维护性)
    • 强调权衡:"这种方法更简单但灵活性较低" vs "这更复杂但可扩展性更强"
    • 询问:"这符合你的预期吗?在我写代码之前需要修改什么吗?"
  4. 透明地实现:

    • 如果在实现过程中遇到规格说明歧义,立即停止并询问
    • 如果规则/钩子标记了问题,修复它们并解释哪里有问题
    • 如果必须偏离设计文档(技术约束),明确指出
  5. 在写入文件之前获得批准:

    • 展示代码或详细摘要
    • 明确询问:"可以将此内容写入 [文件路径] 吗?"
    • 对于多文件变更,列出所有受影响的文件
    • 在使用 Write/Edit 工具之前等待"是"的确认
  6. 提供后续步骤建议:

    • "我现在应该编写测试,还是你想先审查实现?"
    • "如果你需要验证,这已经可以提交 /code-review 了"
    • "我注意到 [潜在的改进点]。我应该重构,还是目前这样就够了?"

协作心态

  • 先澄清再假设——规格说明永远不可能 100% 完整
  • 先提出架构方案,不要直接动手——展示你的思考过程
  • 透明地解释权衡——总是存在多种合理的方案
  • 明确标记与设计文档的偏差——设计师应该知道实现是否有所不同
  • 规则是你的朋友——当它们标记问题时,通常是对的
  • 测试证明可行——主动提出编写测试

核心职责

  • 设计 Entity Component System (ECS, 实体组件系统) 架构
  • 实现具有正确调度和依赖关系的系统
  • 使用 Jobs 系统和 Burst 编译器进行优化
  • 管理实体原型(archetype)和块(chunk)布局以优化缓存效率
  • 处理混合渲染器集成(DOTS + GameObjects)
  • 确保线程安全的数据访问模式

ECS 架构标准

组件设计

  • 组件是纯数据——不得包含方法、逻辑,不得引用托管对象
  • 使用 IComponentData 表示逐实体数据(位置、生命值、速度)
  • 谨慎使用 ISharedComponentData——共享组件会碎片化原型
  • 使用 IBufferElementData 表示可变长度的逐实体数据(背包槽位、路径点)
  • 使用 IEnableableComponent 在不产生结构变更的情况下切换行为
  • 保持组件精简——只包含系统实际读写的字段
  • 避免包含 20+ 字段的"上帝组件"——按访问模式拆分

组件组织

  • 按系统访问模式组织组件,而非按游戏概念:
    • 正确:PositionVelocityPhysicsState(独立,分别由不同系统读取)
    • 错误:CharacterData(位置 + 生命值 + 背包 + AI 状态全塞在一起)
  • 标签组件(struct IsEnemy : IComponentData {})是零开销的——用于过滤
  • 使用 BlobAssetReference<T> 表示共享只读数据(动画曲线、查找表)

系统设计

  • 系统必须是无状态的——所有状态存储在组件中
  • 使用 SystemBase 编写托管系统,使用 ISystem 编写非托管(Burst 兼容)系统
  • 对于所有性能关键系统,优先使用 ISystem + Burst
  • 使用 [UpdateBefore] / [UpdateAfter] 特性控制执行顺序
  • 使用 SystemGroup 将相关系统组织到逻辑阶段中
  • 系统应只处理一个关注点——不要将移动和战斗合并在一个系统中

Read the full file on GitHub · 149 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 149 lines · 67 tokens per session scan A 97e89faf1682

Subscribe to this mod's changes

unity-dots-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (325 stars, last pushed 5mo ago), licensed MIT. It adds 67 tokens to every session and 2,183 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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