unity-csharp-architecture-and-ecs

unity-csharp-architecture-and-ecs is a skill for Claude Code, Codex from hamzabellouch/agent-skills. It costs 54 tokens per session (2,565 once invoked), scanned A, original, MIT.

A guide to structuring Unity games with C#, including ECS, a data-oriented way to process large numbers of similar objects. It covers Unity’s performance tools, memory use, jobs, and reusable game data.

In plain words
What is it for?
Use it for Unity systems such as crowds, particles, projectiles, terrain processing, UI, input, and other performance-sensitive gameplay code.
Why use it?
It helps keep high-volume game processing fast and reduces unnecessary memory allocations and frame-time spikes.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for Unity systems such as crowds, particles, projectiles, terrain processing, UI, input, and other performance-sensitive gameplay code.

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Install with agentmods
npx agentmods add skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs
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 hamzabellouch/agent-skills --skill unity-csharp-architecture-and-ecs
Clone the repo
git clone --depth 1 https://github.com/hamzabellouch/agent-skills

Made for: Claude Code, Codex.

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.

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README.md
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Your own site
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<a href="https://agentmods.dev/skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs"><img src="https://agentmods.dev/badge/skills/hamzabellouch/agent-skills/unity-csharp-architecture-and-ecs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,565 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 $0.00054 $0.02565
Opus 5 $0.00027 $0.01282
Sonnet 5 $0.00011 $0.00513
Haiku 4.5 $0.00005 $0.00257

Measured 7d ago against content hash 87a6964701a1, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unity-csharp-architecture-and-ecs 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 7d 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.

Game Development and Interactive 3D/unity-csharp-architecture-and-ecs/SKILL.md · 330 lines

How it starts

The opening of the file, as written. The whole thing — 330 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity C# Architecture & Data-Oriented ECS

This skill guide provides production-grade architectural patterns, memory management protocols, frame budget optimization techniques, and data-oriented design patterns for Unity applications using C#, Unity DOTS (Entities, Burst, C# Job System), and ScriptableObject-driven systems.


1. Architectural Patterns

1.1 Data-Oriented Design (DOTS / ECS) vs Object-Oriented Component Design

High-performance Unity engines split responsibilities based on memory access patterns:

  • Object-Oriented (MonoBehaviour): Used for high-level lifecycle control, UI binding, scene bootstrapping, and editor tooling.
  • Data-Oriented (ECS / Entities): Used for mass data processing (particles, projectiles, crowd simulation, terrain processing, spatial queries) where cache layout determines performance.
+-------------------------------------------------------------------+
|                        MonoBehaviour Layer                        |
|   (Bootstrapping, UI Binding, Input Mapping, Authoring Components)  |
+-------------------------------------------------------------------+
                                  |
                   Baker System / Conversion World
                                  v
+-------------------------------------------------------------------+
|                        Unity DOTS ECS World                       |
|   Entity (ID) + IComponentData (Blittable) + ISystem (Burst-compiled) |
+-------------------------------------------------------------------+

1.2 ScriptableObject-Driven Architecture (Event Channels & Runtime Sets)

Decouple game systems without singletons using ScriptableObject event channels and runtime sets:

  • Event Channel: ScriptableObjects acting as broadcast conduits. Subscribed listeners execute without direct reference to publishers.
  • Runtime Set: ScriptableObjects holding dynamic lists of active game instances (e.g., active enemies, spatial triggers) avoiding Object.FindObjectsOfType.

Read the full file on GitHub · 330 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. 7d ago First seen · 330 lines · 54 tokens per session scan A 87a6964701a1

Subscribe to this mod's changes

unity-csharp-architecture-and-ecs is a skill published in the GitHub repository hamzabellouch/agent-skills (4 stars, last pushed 1mo ago), licensed MIT. It adds 54 tokens to every session and 2,565 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 2026-09-03.