Skill Claude Code
Run a subset of systems at a fixed timestep decoupled from the variable render framerate, ensuring deterministic simulation, correct physics integration, and frame-rate-independent gameplay.
Unity Agent Team is a multi-agent AI framework for Unity DOTS (ECS, Jobs, Burst). It simulates a real dev team (Architect, Unity Dev, Data Tool, QA) to design, build, debug, and optimize systems using a structured workflow. Includes MCP integration, skill-based roles, and subagent execution for scalable, production-ready development.
Skill Claude Code
Run a subset of systems at a fixed timestep decoupled from the variable render framerate, ensuring deterministic simulation, correct physics integration, and frame-rate-independent gameplay.
Skill Claude Code
React to entity destruction at runtime by attaching a cleanup component that survives DestroyEntity, allowing a system to detect destroyed entities, release associated resources, and finalise true ...
Skill Claude Code
Store per-entity state as an unmanaged, cache-coherent struct that ECS can lay out contiguously in archetype chunks.
Skill Claude Code
Process entities at the chunk level for maximum control — chunk-level change filtering, enable mask handling, direct pointer access, and explicit sort key management.
Skill Claude Code
Execute per-entity computation in parallel across worker threads using a source-generated job whose query is inferred from the Execute method signature.
Skill Claude Code
Implement a system as an unmanaged struct with Burst-compiled entry points to eliminate managed dispatch overhead and enable native code generation on the hot update path.
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.
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: