arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
--- name: unity-ecs-patterns description: "Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler." risk: safe source: community date_added: "2026-02-27" --- # Unity ECS Patterns Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler. ## Use this skill when - 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 ## Do not use this skill when - The task is unrelated to unity ecs patterns - You need a different domain or tool outside this scope ## Instructions - Clarify goals, constraints, and required inputs. - Apply relevant best practices and validate outcomes. - Provide actionable steps and verification. - If detailed examples are required, open `resources/implementation-playbook.md`. ## Example ```text Implement Speed plus a MovementSystem using the pinned Entities package. Profile a fixed entity cohort before/after; verify movement once per frame and job dependencies before enabling parallel execution. ``` ## Resources - `resources/implementation-playbook.md` for detailed patterns and examples. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.--- name: unity-ecs-patterns description: "Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler." risk: safe source: community date_added: "2026-02-27" --- # Unity ECS Patterns Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler. ## Use this skill when - 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 ## Do not use this skill when - The task is unrelated to unity ecs patterns - You need a different domain or tool outside this scope ## Instructions - Clarify goals, constraints, and required inputs. - Apply relevant best practices and validate outcomes. - Provide actionable steps and verification. - If detailed examples are required, open `resources/implementation-playbook.md`. ## Example ```text Implement Speed plus a MovementSystem using the pinned Entities package. Profile a fixed entity cohort before/after; verify movement once per frame and job dependencies before enabling parallel execution. ``` ## Resources - `resources/implementation-playbook.md` for detailed patterns and examples. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Imported SKILL.md format for Claude Code, Codex and Cursor. Review the complete instructions and required tools before use. Package integrity checked; individual agent behavior has not been tested.