Skill Claude Code
Process large non-entity NativeArrays in parallel by distributing index ranges across worker threads.
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
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().
Skill Claude Code
Allocate per-frame temporary NativeArrays and NativeContainers without manual Dispose() using WorldUpdateAllocator (RewindableAllocator), which auto-rewinds at end of each world update.
Skill Claude Code
Skip processing of unchanged chunks in IJobChunk systems using chunk.DidChange(), enabling incremental updates that recompute only when input data has changed.
Skill Claude Code
Control which physics bodies interact with each other and with spatial queries using CollisionFilter bitmask layer assignment, reducing broadphase pairs and query false positives.
Skill Claude Code
Schedule physics-affecting and fixed-rate simulation systems inside FixedStepSimulationSystemGroup with correct ordering relative to PhysicsSystemGroup and its sub-groups.
Skill Claude Code
Implement one-shot ECS initialization and cleanup using ISystemStartStop.OnStartRunning and OnStopRunning, which fire once per enable/disable cycle rather than every frame.
Skill Claude Code
Read the computed world-space transform matrix from LocalToWorld for rendering, physics queries, and spatial calculations — never write it from gameplay systems.
Skill Claude Code
Write entity movement, rotation, and uniform scale through LocalTransform — the single authoritative local-space transform component in Entities 1.x.
Skill Claude Code
Attach and detach entities from a parent/child transform hierarchy at runtime using ECB, with correct handling of DynamicBuffer iteration.
Skill Claude Code
Apply forces and impulses to Unity Physics dynamic bodies by writing PhysicsVelocity from systems scheduled in FixedStepSimulationSystemGroup before PhysicsSystemGroup.
Skill Claude Code
Perform runtime spatial queries (raycast, collider cast, distance, overlap) against the Unity Physics collision world using PhysicsWorldSingleton.
Skill Claude Code
Apply non-uniform scale to entities using PostTransformMatrix, which is multiplied into LocalToWorld after the standard TRS computation.
Skill Claude Code
Detect Enter, Stay, and Exit states for trigger and collision events using Unity Physics''s built-in stateful event buffer systems, which maintain per-entity DynamicBuffer .
Skill Claude Code
Bypass the standard Unity transform system for specific entities by registering a custom component in the LocalToWorld write group, allowing a developer-owned system to compute LocalToWorld for tho...
Skill Claude Code
Set the initial enabled state of an IEnableableComponent at bake time using Baker.SetComponentEnabled (), avoiding runtime first-frame conditionals.
Skill Claude Code
Record a deferred enable/disable command for an IEnableableComponent from a parallel job using ECB.SetComponentEnabled () with a deterministic sort key.
Skill Claude Code
Choose the correct ECS state representation — enum field, IEnableableComponent, or structural add/remove — based on transition frequency, state count, and query-filtering requirements.
Skill Claude Code
Read and write the enabled bit of an IEnableableComponent directly inside IJobEntity.Execute() or SystemAPI.Query foreach using EnabledRefRW , avoiding ECB overhead and one-frame delay.
Skill Claude Code
Immediately enable or disable an IEnableableComponent on one entity or all entities matching a query using EntityManager.SetComponentEnabled or SystemAPI.SetComponentEnabled on the main thread.
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: