unity-ecs-patterns

unity-ecs-patterns is a skill for Claude Code from sonereraslan/local-marketplace. It costs 129 tokens per session (1,557 once invoked), scanned A, original, MIT.

A guide to Unity's DOTS systems: the Entity Component System, Job System, and Burst Compiler. These are Unity tools for processing large numbers of game objects efficiently.

In plain words
What is it for?
Use it when building or converting systems with entities, components, jobs, Burst-compiled code, queries, baking, or entity command buffers.
Why use it?
It helps you choose and apply data-oriented patterns when ordinary object-based Unity code may not handle large workloads well.

Skill for Claude Code

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

Part of the superunity plugin — 11 skills, 1 command, 4 agents, 2 hooks shipped together

Good fit Use it when building or converting systems with entities, components, jobs, Burst-compiled code, queries, baking, or entity command buffers.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/sonereraslan/local-marketplace/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 sonereraslan/local-marketplace --skill unity-ecs-patterns
Clone the repo
git clone --depth 1 https://github.com/sonereraslan/local-marketplace

Made for: Claude Code.

Or install superunity, the plugin that ships this one along with the rest of its 11 skills, 1 command, 4 agents, 2 hooks.

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
[![agentmods](https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-ecs-patterns/github.svg)](https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-ecs-patterns)
Your own site
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-ecs-patterns"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-ecs-patterns/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-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/sonereraslan/local-marketplace/unity-ecs-patterns"><img src="https://agentmods.dev/badge/skills/sonereraslan/local-marketplace/unity-ecs-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 129 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,557 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 $0.00129 $0.01557
Opus 5.5 $0.00052 $0.00623
Sonnet 5.5 $0.00026 $0.00311
Haiku 4.5 $0.00013 $0.00156

Measured 1mo ago against content hash 2a3c003a2619, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 1mo 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.

plugins/superunity/skills/unity-ecs-patterns/SKILL.md · 143 lines

How it starts

The opening of the file, as written. The whole thing — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity ECS Patterns

Production patterns for Unity DOTS: Entity Component System, Job System, and Burst Compiler

When to Use This Skill

  • Building high-performance Unity games with DOTS
  • Managing thousands of entities efficiently
  • Implementing data-oriented game systems
  • Optimising CPU-bound game logic
  • Converting MonoBehaviour/OOP code to ECS
  • Using the Job System and Burst Compiler for parallelism

ECS vs OOP — When to Use Which

Aspect MonoBehaviour / OOP ECS / DOTS
Data layout Object-oriented (scattered) Data-oriented (contiguous)
Memory access Cache-unfriendly Cache-friendly
Processing Per-object Batched by archetype
Scaling Degrades with count Linear scaling
Best for Complex behaviours, editor tools Mass simulation, performance-critical paths

Rule of thumb: Use MonoBehaviour for game logic that runs on a handful of objects. Use ECS when you need hundreds or thousands of the same thing processed every frame.


Core Concepts

Entity     — Lightweight ID only (no data, no behaviour)
Component  — Pure data struct, no methods (IComponentData)
System     — Logic that queries and processes components (ISystem)
World      — Container that owns all entities and systems
Archetype  — A unique combination of component types
Chunk      — 16KB memory block holding all entities of the same archetype

Component Types

Type Interface Use for
Data component IComponentData Per-entity data (Speed, Health, Position)
Tag component IComponentData (zero-size) Filtering queries without data (EnemyTag)
Buffer component IBufferElementData Variable-length array per entity (inventory)
Shared component ISharedComponentData Groups entities by value (TeamId, MaterialId)
Enableable component IEnableableComponent Toggle on/off without structural change
Singleton component IComponentData One entity, global access via SystemAPI.GetSingleton<T>()

Read the full file on GitHub · 143 lines

Files

What ships with it

1 file 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. 1mo ago First seen · 143 lines · 129 tokens per session scan A 2a3c003a2619

Subscribe to this mod's changes

unity-ecs-patterns is a skill published in the GitHub repository sonereraslan/local-marketplace (2 stars, last pushed 5mo ago), licensed MIT. It adds 129 tokens to every session and 1,557 once invoked, about $0.0005 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 2026-08-31.

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