unity-dots

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Index of 96 senior-level Unity DOTS/ECS skills mined from EntityComponentSystemSamples — covering entities, jobs, Burst, physics, netcode, baking, and transforms. Read ROUTING.md first to locate the right sub-skill. Do NOT load this index file as a standalone skill.

dyCuong03 By dyCuong03 schedule Updated 6/11/2026

name: unity-dots description: Index of 96 senior-level Unity DOTS/ECS skills mined from EntityComponentSystemSamples — covering entities, jobs, Burst, physics, netcode, baking, and transforms. Read ROUTING.md first to locate the right sub-skill. Do NOT load this index file as a standalone skill. use-when: | Load for unity-dots-dev agent to navigate to the correct DOTS sub-skill. Use ROUTING.md inside this pack to select the specific sub-skill needed for the task. do-not-use-when: | Do not load the index as a standalone skill — use sub-skills via ROUTING.md instead. Do not load for unity-dev (classic lane), tester, verifier, or non-DOTS tasks. platforms: [claude-code, codex, copilot, cursor, windsurf] task-categories: [ecs, reference, samples, dots] metadata: source: https://docs.unity3d.com/Packages/com.unity.entities@1.3 version: 1.3.8 tier: 1


Unity DOTS Skill Pack — Index

96 senior-level skills. Entities 1.4.x. Source: Unity-Technologies/EntityComponentSystemSamples.

Fast path: Read ROUTING.md first — match task keywords to a scenario, load 2–3 skills directly. Slow path: Use the keyword column below to find relevant skills, then load by name.


ECS Fundamentals

Skill Keywords
icomponentdata-value-component IComponentData, blittable struct, chunk layout, RefRO, RefRW
tag-component tag component, zero-size, feature flag, marker component
isystem-burst-compile ISystem, SystemBase, [BurstCompile], BurstDiscard, unmanaged system, bridge system
systemapi-query-main-thread SystemAPI.Query, foreach, RefRW, RefRO, WithAll, WithNone, WithEntityAccess
require-for-update-gate RequireForUpdate, prerequisite gate, feature flag, ExecuteXxx
singleton-access GetSingleton, GetSingletonRW, config, registry, input state
system-update-order UpdateInGroup, UpdateBefore, UpdateAfter, execution order
world-system-filter World filter, WorldFlags, disable system, world-specific
cross-entity-lookup ComponentLookup, BufferLookup, GetComponent, HasComponent
fixed-step-simulation FixedStepSimulationSystemGroup, fixed timestep, deterministic
managed-component-bridge managed IComponentData, UnityEngine.Object, bridge, MonoBehaviour ref

Baking & Authoring (Wave 2)

Skill Keywords
baker-authoring-conversion Baker, GetEntity, AddComponent, IBaker, authoring MonoBehaviour
baker-depends-on DependsOn, baker dependency, incremental bake trigger
baking-system BakingSystem, post-baking pass, baking world
baking-type-component BakingType, bake-only component, editor-only data
baking-type-cleanup-component BakingType + cleanup, bake-and-remove pattern
baking-world-query-options EntityQueryOptions.IncludePrefab, IncludeDisabledEntities, baking query
blob-asset-in-baker BlobAssetReference, blob builder, immutable baked data
blob-asset-deduplication blob dedup, BlobAssetStore, identical blob sharing
entity-prefab-reference prefab entity, baker prefab, Entity reference, instantiate
multi-entity-baker CreateAdditionalEntity, multi-entity, baker child entities
temporary-baking-type temporary baking component, bake-only lifetime
transform-usage-flags TransformUsageFlags, Dynamic, Renderable, ManualOverride, None, archetype bloat
auto-authoring auto-authoring, simplified baker, zero-config conversion

Entity Command Buffer (Wave 3)

Skill Keywords
entity-command-buffer ECB, EntityCommandBuffer, deferred, Playback, BeginSimulation
ecb-system-timing ECB playback timing, BeginSimulationECB, EndSimulationECB, when playback fires
ecb-parallel-writer ECB.ParallelWriter, parallel structural change, ChunkIndexInQuery sort key
ecb-manual-immediate manual ECB, immediate playback, ECB.Dispose, owned ECB
ecb-multiplayback multi-playback ECB, reuse ECB, PlaybackPolicy.MultiPlayback
direct-entity-manager-structural-changes EntityManager, sync point, main thread structural change
structural-change-cost-model archetype churn, structural change cost, batch vs deferred
batch-structural-change-on-query batch structural, AddComponentMatchingEntities, query-batch
toentityarray-snapshot-pattern ToEntityArray, snapshot, structural change during iteration
icleanupcomponentdata-runtime ICleanupComponentData, two-phase teardown, orphan entity, DestroyEntity

Jobs & Native Containers (Wave 4)

Skill Keywords
ijobentity-parallel-job IJobEntity, Schedule, ScheduleParallel, job query
ijobchunk-chunk-job IJobChunk, Execute chunk, ArchetypeChunk, chunk iteration
job-dependency-chain state.Dependency, JobHandle, chain, dependency propagation
wave4-ijobentity-advanced-patterns IJobEntity WithAll WithNone, ChunkIndexInQuery, EntityIndexInQuery
wave4-ijobchunk-full-anatomy IJobChunk full, GetNativeArray, chunk components, useEnabledMask
wave4-ijob-single-thread-offload IJob, single-threaded job, off main thread, background work
wave4-ijobparallelfor-array-transform IJobParallelFor, array transform, per-index parallel
wave4-burst-compilation-contract Burst contract, Burst-safe, no managed in Burst, BurstCompile rules
wave4-jobhandle-combine-dependencies JobHandle.CombineDependencies, fan-in, multiple dependencies
wave4-world-update-allocator-per-frame-native WorldUpdateAllocator, per-frame NativeArray, auto-free allocator
wave4-native-parallel-multihashmap-parallel-writer NativeParallelMultiHashMap, parallel writer, concurrent writes
wave4-native-disable-container-safety-restriction [NativeDisableContainerSafetyRestriction], alias containers, safety override
wave4-entity-index-in-query-scatter-pattern EntityIndexInQuery, scatter write, per-entity index, NativeArray scatter
wave4-systembase-with-inner-ijobentity SystemBase + IJobEntity, managed outer + Burst inner job
wave4-unity-mathematics-random-per-entity Unity.Mathematics.Random, per-entity random, CreateFromIndex, deterministic RNG

Transforms & Hierarchy (Wave 5)

Skill Keywords
wave5-local-transform-write-pattern LocalTransform, write position rotation scale, transform mutation
wave5-local-to-world-read-only-contract LocalToWorld, read-only, computed transform, do not write
wave5-parent-child-hierarchy-dynamic Parent, Child, dynamic hierarchy, reparent, transform propagation
wave5-post-transform-matrix-non-uniform-scale PostTransformMatrix, non-uniform scale, stretch, TRS matrix
wave5-write-group-custom-transform WriteGroup, custom transform system, override TransformSystem
wave5-chunk-did-change-incremental-update DidChange, chunk version, incremental update, change filter
wave5-isystem-start-stop ISystem OnStartRunning, OnStopRunning, enabled system lifecycle

Physics (Wave 5)

Skill Keywords
wave5-physics-velocity-force-application PhysicsVelocity, force, impulse, dynamic body, linear angular
wave5-physics-world-singleton-queries PhysicsWorld, singleton, raycast, overlap, CollisionWorld queries
wave5-collision-filter-layer-masking CollisionFilter, layer mask, BelongsTo, CollidesWith
wave5-stateful-physics-event-buffers StatefulTriggerEvent, StatefulCollisionEvent, persistent physics events
wave5-fixed-step-simulation-system-group FixedStepSimulationSystemGroup, fixed step scheduling, physics update group

Enableable Components (Wave 6)

Skill Keywords
enableable-component IEnableableComponent, enableable, zero-size, hot toggle, no archetype churn
wave6-enabled-ref-rw-in-job EnabledRefRW, EnabledRefRO, enable/disable in IJobEntity
wave6-with-disabled-query-filter WithDisabled, query disabled entities, include disabled in query
wave6-is-component-enabled-check IsComponentEnabled, HasComponent enabled check, SystemAPI enabled
wave6-baker-set-component-enabled baker SetComponentEnabled, bake initially disabled
wave6-ecb-set-component-enabled ECB SetComponentEnabled, deferred enable/disable
wave6-entity-manager-set-component-enabled EntityManager SetComponentEnabled, immediate enable/disable
wave6-zero-data-enableable-signal zero-data enableable, signal component, boolean state, pure flag
wave6-ecs-state-machine-design ECS state machine, enum vs enableable vs structural, state decision model

Managed Components & Hybrid (Wave 7)

Skill Keywords
wave7-companion-go-lifecycle CompanionComponent, companion GameObject, entity-linked GO
wave7-ecs-to-go-transform-sync ECS→GO transform sync, LocalToWorld→Transform, copy to GameObject
wave7-add-component-object-hybrid-attach AddComponentObject, hybrid attach, managed component on entity
wave7-idisposable-managed-component IDisposable managed component, cleanup, managed lifetime
wave7-managed-singleton-pattern managed singleton, ScriptableObject ref in ECS, non-blittable singleton
wave7-system-api-managed-api-query SystemAPI managed, GetComponentObject, managed query from ISystem
wave7-unity-object-ref-blittable-asset UnityObjectRef, blittable Unity asset reference, Mesh Material reference
wave7-unity-disable-managed-components-guard UNITY_DISABLE_MANAGED_COMPONENTS, managed component guard, stripping

Anti-Patterns & Debug (Wave 8)

Skill Keywords
wave8-handle-complete-sync-point-antipattern handle.Complete(), sync point, WaitForJobGroupID, main thread stall
wave8-wrong-system-group-fixed-timestep wrong system group, fixed timestep, SimulationSystemGroup vs FixedStep
wave8-ecb-system-group-mismatch ECB group mismatch, playback timing wrong, deferred commands missing
wave8-enableable-component-query-mismatch query returns wrong entities, enabled/disabled mismatch, WithPresent
wave8-dynamic-buffer-invalidation DynamicBuffer stale, buffer reference invalid after structural change
wave8-ijobchunk-use-enabled-mask-guard IJobChunk enabled mask, useEnabledMask, skip disabled entities in chunk
wave8-baker-dependency-registration baker dependency missing, incremental bake not triggered, DependsOn
wave8-dependency-complete-editor-only-fence Dependency.Complete acceptable, editor-only fence, test sync

Pre-existing Skills (Wave 1 Originals)

Skill Keywords
dots-baking-patterns baking deep-dive, BakingDependencies, Baker multi-phase
dots-ecb-orchestration ECB orchestration, BeginSimulation, EndSimulation, parallel writer
dots-enableable-components enableable deep-dive, IEnableableComponent full guide
dots-entity-lifecycle entity lifecycle, DestroyEntity, ICleanupComponentData, orphan
dots-spawning-patterns spawning patterns, ECB.Instantiate, RequireForUpdate, Random spawn
ecs-fundamentals-isystem-default ISystem vs SystemBase deep-dive, BurstDiscard trap
ecs-fundamentals-transformusageflags TransformUsageFlags full guide, archetype bloat
singleton-patterns-config-and-access singleton config deep-dive, prefab table, input state
entity-query-patterns-systemapi-query SystemAPI.Query deep-dive, IJobEntity promotion
entity-query-patterns-requireforupdate-gating RequireForUpdate deep-dive, feature flag gate, first-frame race

Authoring Rules

  • Senior-level only. No tutorial content.
  • Entities 1.x APIs only. Deprecated 0.x APIs get a "DO NOT USE" callout.
  • Each skill must answer: what does a senior DOTS engineer know that a junior doesn't?
Install via CLI
npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-dots
Repository Details
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article Path SKILL.md
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