ecs-fundamentals-isystem-default

ecs-fundamentals-isystem-default is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 117 tokens per session (2,471 once invoked), scanned A, original, MIT.

A set of Unity Entities rules for choosing between ISystem and SystemBase, the two main types used to run ECS game logic. It explains when code can use Burst, Unity's compiler for optimized native code, and when managed C# objects require an exception.

In plain words
What is it for?
Use it when writing or reviewing runtime systems in Unity Entities 1.x, especially when deciding how to handle managed references, Burst compilation, and systems that need a managed bridge.
Why use it?
It prevents systems from losing performance or creating unnecessary garbage because of managed fields and allocations. It also highlights cases where Burst can silently stop applying.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when writing or reviewing runtime systems in Unity Entities 1.x, especially when deciding how to handle managed references, Burst compilation, and systems that need a managed bridge.

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Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/ecs-fundamentals-isystem-default
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.

Any agent
npx skills add dyCuong03/unity-agent-team --skill ecs-fundamentals-isystem-default
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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README.md
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Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,471 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00117 $0.02471
Opus 5.5 $0.00047 $0.00988
Sonnet 5.5 $0.00023 $0.00494
Haiku 4.5 $0.00012 $0.00247

Measured 11d ago against content hash 829301b457c0, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ecs-fundamentals-isystem-default 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 11d 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/skills/unity-dots/ecs-fundamentals-isystem-default/SKILL.md · 131 lines

How it starts

The opening of the file, as written. The whole thing — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.

ISystem vs SystemBase — Senior Patterns

Entities 1.x gives two system base types: ISystem (unmanaged value-type system, Burst-compatible) and SystemBase (managed class). They look interchangeable in a tutorial, but at scale the choice decides whether a system is on the hot path or a frame-time anchor. Default to ISystem. Pick SystemBase deliberately and document why.

Intent

Treat ISystem as the default execution model for runtime systems so Burst, zero-GC operation, and predictable scheduling are the default — not an opt-in that gets forgotten.

Use when

  • Authoring any new runtime system in Entities 1.x. There is no scenario where "I'll write a SystemBase because it feels like normal C#" is the right answer in production code.
  • The system body can be expressed without managed references (no Animator, Toggle, AudioSource, GameObject, string interpolation, List<T>, Dictionary<,>).
  • You want [BurstCompile] on OnCreate / OnUpdate — i.e. the typical case.
  • Entity counts at runtime are anything above "a handful" — per-system managed allocation in SystemBase compounds across systems and shows up as steady GC pressure.

Avoid when

  • The system genuinely must hold managed references as fields (a live Animator, a Unity Toggle, an AudioSource, a MonoBehaviour it talks to). ISystem structs cannot hold managed fields safely.
  • The system needs coroutines, async/await on the system class itself, or other managed orchestration that ISystem's value-type lifetime can't carry.
  • You're writing throwaway editor scaffolding where Burst friction outweighs the win — but flag it as scaffolding and delete it before shipping.

In all three cases the right move is a small SystemBase with a one-line comment explaining why ISystem doesn't fit, sitting adjacent to ISystem peers in the same system group.

Senior pattern

using Unity.Burst;
using Unity.Entities;

[BurstCompile]
public partial struct FooSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        // The prerequisite contract for this system. See entity-query-patterns-requireforupdate-gating.
        state.RequireForUpdate<FooConfig>();
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var config = SystemAPI.GetSingleton<FooConfig>();
        // ... unmanaged work, jobs, ECB usage, etc.
    }
}

Read the full file on GitHub · 131 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. 11d ago First seen · 131 lines · 117 tokens per session scan A 829301b457c0

Subscribe to this mod's changes

ecs-fundamentals-isystem-default is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 117 tokens to every session and 2,471 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-10-02.

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