unity-ecs-dots

unity-ecs-dots is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 65 tokens per session (3,857 once invoked), scanned A, original, MIT.

A guide to Unity’s ECS/DOTS system, an alternative way to structure game code around data and small reusable systems. It covers Unity 6.3 LTS features such as entities, components, jobs, and Burst.

In plain words
What is it for?
Use it when building or reviewing Unity projects that use entities, data-oriented design, the Jobs system, Burst Compiler, baking, or ECS systems.
Why use it?
It helps when the usual GameObject and MonoBehaviour approach is not suitable for data-heavy or highly parallel game logic. The guide explains the different concepts and APIs needed to work with ECS/DOTS.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 35 skills shipped together

Good fit Use it when building or reviewing Unity projects that use entities, data-oriented design, the Jobs system, Burst Compiler, baking, or ECS systems.

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

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 skills.

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/nice-wolf-studio/unity-claude-skills/unity-ecs-dots.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ecs-dots)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ecs-dots"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ecs-dots.svg" alt="Measured on agentmods" 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00065 $0.03857
Opus 5 $0.00032 $0.01929
Sonnet 5 $0.00013 $0.00771
Haiku 4.5 $0.00006 $0.00386

Measured 8d 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 8d 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

Copies of this mod

1 near-identical copy found in the catalogue:

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. 8d 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 Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo 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. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.