unity-dots-ecs

unity-dots-ecs is a skill for Claude Code, Codex from makifbaysal/tasktrooper. It costs 68 tokens per session (1,521 once invoked), scanned A, original, Apache-2.0.

A guide to Unity's Entities or DOTS system, which stores many game objects as data and processes them in batches. It explains when this approach is suitable and how it works alongside ordinary Unity GameObjects.

In plain words
What is it for?
Use it for crowds, swarms, projectiles, or other large simulations, including components, systems, parallel jobs, memory handling, and tests in an isolated test world.
Why use it?
It helps avoid using a more complex system where normal GameObjects are enough, while showing how to handle large numbers of similar simulated objects efficiently.

Skill for Claude CodeCodex

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

Good fit Use it for crowds, swarms, projectiles, or other large simulations, including components, systems, parallel jobs, memory handling, and tests in an isolated test world.

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Install with agentmods
npx agentmods add skills/makifbaysal/tasktrooper/unity-dots-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 makifbaysal/tasktrooper --skill unity-dots-ecs
Clone the repo
git clone --depth 1 https://github.com/makifbaysal/tasktrooper

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.

agentmods badge for unity-dots-ecs

README.md
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Your own site
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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-dots-ecs

Your own site · 80×15
<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unity-dots-ecs"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-dots-ecs.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,521 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 $0.00068 $0.01521
Opus 5.5 $0.00027 $0.00608
Sonnet 5.5 $0.00014 $0.00304
Haiku 4.5 $0.00007 $0.00152

Measured 4d ago against content hash e43e957163af, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-dots-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 4d 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.

catalog/agents/game-developer/skills/unity-dots-ecs/SKILL.md · 129 lines

How it starts

The opening of the file, as written. The whole thing — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity DOTS / ECS

Overview

Unity's Entities package stores data in tightly packed chunks and runs Burst-compiled jobs over it in parallel. It scales to tens of thousands of entities where GameObjects choke — and it makes simple gameplay code more verbose. Use it where the scale needs it, follow the project's existing split between GameObjects and entities, and never introduce DOTS into a GameObject project on your own initiative.

Core principle: Components are plain data, systems are Burst-compiled ISystems scheduling jobs, and structural changes go through an entity command buffer.

When it is worth it

Situation Use
Thousands of similar units, projectiles, boids, crowd agents ECS (or Jobs + Burst over native arrays first)
Heavy simulation with little per-object uniqueness ECS
UI, menus, a handful of characters, bespoke scripted moments GameObjects
Mixed game Hybrid: entities for the swarm, GameObjects for the player, UI and cameras

The pieces

// Data: unmanaged structs
public struct Speed : IComponentData { public float Value; }
public struct Target : IComponentData { public float3 Position; }

// Authoring + baking: designers edit a MonoBehaviour in a subscene; the baker turns it into components
public sealed class SpeedAuthoring : MonoBehaviour {
    public float value = 5f;
    sealed class Baker : Baker<SpeedAuthoring> {
        public override void Bake(SpeedAuthoring a) {
            var e = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(e, new Speed { Value = a.value });
        }
    }
}

// Behaviour: a Burst-compiled ISystem scheduling a parallel IJobEntity
[BurstCompile]
public partial struct SeekSystem : ISystem {
    [BurstCompile] public void OnCreate(ref SystemState state) => state.RequireForUpdate<Speed>();

    [BurstCompile] public void OnUpdate(ref SystemState state) {
        new SeekJob { Dt = SystemAPI.Time.DeltaTime }.ScheduleParallel();
    }
}

[BurstCompile]
partial struct SeekJob : IJobEntity {
    public float Dt;
    void Execute(ref LocalTransform transform, in Speed speed, in Target target) {
        var to = target.Position - transform.Position;
        var dist = math.length(to);
        if (dist > 0.01f) transform.Position += to / dist * math.min(speed.Value * Dt, dist);
    }
}

Read the full file on GitHub · 129 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. 4d ago First seen · 129 lines · 68 tokens per session scan A e43e957163af

Subscribe to this mod's changes

unity-dots-ecs is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 68 tokens to every session and 1,521 once invoked, about $0.0003 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 2026-10-09.

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