unity-ecs-dots

unity-ecs-dots is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 65 tokens per session (3,857 once invoked), scanned A, a copy of unity-ecs-dots, MIT.

A guide to Unity's Entity Component System (ECS), a way to structure game objects as data and systems instead of traditional GameObjects and MonoBehaviours. It covers Jobs and Burst for running data-heavy work in parallel.

In plain words
What is it for?
Use it to build data-oriented game systems, define components and systems, bake authoring data into entities, and run parallel jobs with Burst.
Why use it?
It helps when the usual GameObject structure is too slow or difficult to scale for large numbers of objects. It explains how to organize data, behavior, and entity creation using Unity's ECS workflow.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build data-oriented game systems, define components and systems, bake authoring data into entities, and run parallel jobs with Burst.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-ecs-dots
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 IdoCohen560/claude-unity-game-studio --skill unity-ecs-dots
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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-ecs-dots

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots/github.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-ecs-dots

Your own site · 80×15
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-ecs-dots.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 65 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,857 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 100% copy Near-identical to another mod 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 $0.00065 $0.03857
Opus 5 $0.00032 $0.01929
Sonnet 5 $0.00013 $0.00771
Haiku 4.5 $0.00006 $0.00386

Measured 5d ago against content hash ffe72e7a39c2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

unity-ecs-dots 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.

Origin

This is a copy

100% identical to unity-ecs-dots — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-ecs-dots/SKILL.md · 478 lines

How it starts

The opening of the file, as written. The whole thing — 478 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity ECS / DOTS (Data-Oriented Technology Stack)

Based on Unity 6.3 LTS (6000.3) -- Entities 1.3, Burst 1.8, Jobs package

Core Concepts

ECS (Entity Component System) is Unity's data-oriented framework. It replaces the GameObject/MonoBehaviour model with a cache-friendly, high-performance architecture.

ECS vs MonoBehaviour

Aspect MonoBehaviour ECS
Identity GameObject (heavy, managed) Entity (lightweight int ID)
Data Class fields on components Unmanaged structs (IComponentData)
Logic Methods on MonoBehaviour Systems (ISystem / SystemBase)
Memory layout Scattered across heap Contiguous chunks by archetype
Threading Main thread only Jobs + Burst for parallel work

Entities

Entities are lightweight identifiers (an index + version integer). They have no behavior and no data -- they are handles used to associate components.

Components (IComponentData)

Components are unmanaged structs with no methods. They hold only data.

using Unity.Entities;

public struct Speed : IComponentData
{
    public float Value;
}

public struct Health : IComponentData
{
    public float Current;
    public float Max;
}

Archetypes and Chunks

An archetype is a unique combination of component types. All entities with the same set of components share an archetype. Entities are stored in chunks (16 KB blocks) grouped by archetype, enabling cache-efficient iteration.

World and EntityManager

A World contains an EntityManager and a set of systems. The default world is created automatically. EntityManager is the primary API for creating/destroying entities and adding/removing components.

Baking and SubScene Workflow

Baking converts authoring GameObjects into runtime entities. This is a one-way conversion that happens at build time or when a SubScene is loaded in the Editor.

Baker

using Unity.Entities;

// Authoring component (MonoBehaviour on GameObject)
public class SpeedAuthoring : MonoBehaviour
{
    public float speed;
}

// Baker converts authoring data to ECS components
public class SpeedBaker : Baker<SpeedAuthoring>
{
    public override void Bake(SpeedAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.Dynamic);
        AddComponent(entity, new Speed { Value = authoring.speed });
    }
}

Read the full file on GitHub · 478 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 478 lines · 65 tokens per session scan A ffe72e7a39c2

Subscribe to this mod's changes

unity-ecs-dots is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 65 tokens to every session and 3,857 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-ecs-dots, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

swarm

Run a multi-agent audit of a codebase by spawning specialized parallel subagents (security, performance, tests, architecture, dead-code), then synthesize their findings into a single prioritized action plan. Use this whenever the user runs /swarm, asks to "audit the repo," "review this codebase," "find issues across…

Zintellix/Claude-Skills · 138 tokens

memory-loop-setup

Bootstrap the memory loop into any repo or Obsidian vault. Triggers: (1) "set up the memory loop / second brain / warm layer here" or "install this structure in another repo/vault", (2) a new project asking "make the AI remember across sessions and surfaces".

Elliotoh-jin/claude-memory-loop · 66 tokens

discord-intent-application

Helps write the justification text for Discord Developer Portal privileged intent applications (Message Content, Server Members, Presence) for a specific bot. Takes a plain-text description of the bot's functionality and/or an uploaded/local codebase, screens the bot's features against Discord's known rejection…

The-LukeZ/discord-intent-application · 144 tokens

plan-qa

Post-implementation QA planning — independent of /review (the developer chooses whether to run them sequentially or in parallel), only when the change has a running surface worth driving. Interviews the developer to turn the specs and the diff into an executable QA specification (specs/qa/QA- - .md) that /execute-qa…

foyzulkarim/skills · 110 tokens

execute-qa

Executes a QA specification (specs/qa/QA- - .md) written by /plan-qa: drives every step with the plan's drivers, verifies each Expected line mechanically ([assert]) or by evidence-backed judgment against the plan's written criterion ([judge]), pauses at named operator handoffs, and writes the results artifact…

foyzulkarim/skills · 106 tokens

generate-tasks

Phase 3 of 5 — slices the ARCH doc into verification-ready task specs (tdd/test-after/ui/checklist), emitted as a separate TASKS- - .md file alongside ARCH for the implement skill. Use only when the user asks to run Phase 3 or generate tasks from an ARCH doc — never trigger automatically.

foyzulkarim/skills · 74 tokens