unity-ecs-patterns

unity-ecs-patterns is a skill for Claude Code, Codex from mattmre/EVOKORE-MCP-PUBLIC. It costs 45 tokens per session (3,644 once invoked), scanned A, a copy of unity-ecs-patterns, MIT.

A guide to Unity's Entity Component System, a way to organize game data separately from the code that processes it. It also covers Unity's tools for running game work in parallel and improving CPU performance.

In plain words
What is it for?
Use it to build high-performance Unity games, manage thousands of entities, convert object-oriented code, optimize CPU-heavy logic, and parallelize work with Jobs and Burst.
Why use it?
It helps games handle large numbers of similar objects more efficiently than treating every object as a separate programmed object. It provides patterns for data-oriented game systems and mass simulations.

Skill for Claude CodeCodex

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

Good fit Use it to build high-performance Unity games, manage thousands of entities, convert object-oriented code, optimize CPU-heavy logic, and parallelize work with Jobs and Burst.

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Install with agentmods
npx agentmods add skills/mattmre/evokore-mcp-public/unity-ecs-patterns
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 mattmre/EVOKORE-MCP-PUBLIC --skill unity-ecs-patterns
Clone the repo
git clone --depth 1 https://github.com/mattmre/EVOKORE-MCP-PUBLIC

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-ecs-patterns

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-ecs-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/mattmre/evokore-mcp-public/unity-ecs-patterns"><img src="https://agentmods.dev/badge/skills/mattmre/evokore-mcp-public/unity-ecs-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 45 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,644 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 $0.00045 $0.03644
Opus 5 $0.00023 $0.01822
Sonnet 5 $0.00009 $0.00729
Haiku 4.5 $0.00005 $0.00364

Measured 6d ago against content hash 8d32a8868286, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

unity-ecs-patterns 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 6d 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-patterns — 20 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.

SKILLS/WSHOBSON PLUGINS/game-development/unity-ecs-patterns/SKILL.md · 631 lines

How it starts

The opening of the file, as written. The whole thing — 631 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity ECS Patterns

Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.

When to Use This Skill

  • Building high-performance Unity games
  • Managing thousands of entities efficiently
  • Implementing data-oriented game systems
  • Optimizing CPU-bound game logic
  • Converting OOP game code to ECS
  • Using Jobs and Burst for parallelization

Core Concepts

1. ECS vs OOP

Aspect Traditional OOP ECS/DOTS
Data layout Object-oriented Data-oriented
Memory Scattered Contiguous
Processing Per-object Batched
Scaling Poor with count Linear scaling
Best for Complex behaviors Mass simulation

2. DOTS Components

Entity: Lightweight ID (no data)
Component: Pure data (no behavior)
System: Logic that processes components
World: Container for entities
Archetype: Unique combination of components
Chunk: Memory block for same-archetype entities

Patterns

Pattern 1: Basic ECS Setup

using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;

// Component: Pure data, no methods
public struct Speed : IComponentData
{
    public float Value;
}

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

public struct Target : IComponentData
{
    public Entity Value;
}

// Tag component (zero-size marker)
public struct EnemyTag : IComponentData { }
public struct PlayerTag : IComponentData { }

// Buffer component (variable-size array)
[InternalBufferCapacity(8)]
public struct InventoryItem : IBufferElementData
{
    public int ItemId;
    public int Quantity;
}

// Shared component (grouped entities)
public struct TeamId : ISharedComponentData
{
    public int Value;
}

Pattern 2: Systems with ISystem (Recommended)

Read the full file on GitHub · 631 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. 6d ago First seen · 631 lines · 45 tokens per session scan A 8d32a8868286

Subscribe to this mod's changes

unity-ecs-patterns is a skill published in the GitHub repository mattmre/EVOKORE-MCP-PUBLIC (3 stars, last pushed 3mo ago), licensed MIT. It adds 45 tokens to every session and 3,644 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-ecs-patterns, differing in 20 lines, and is treated as a copy.

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