Unity Ecs Patterns
Seth HobsonCommunityCreated by Seth Hobson
- Skill
- Guidelines
- Software development
- MIT
- No issues found
AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
This skill provides a structured reference for implementing high-performance game logic using Unity's Entity Component System (ECS), Job System, and Burst Compiler. It contrasts traditional object-oriented programming with data-oriented design, offering patterns for component definition, system implementation using ISystem, entity querying, and managing structural changes via Entity Command Buffers. It emphasizes performance optimization through contiguous memory layout and parallel processing.
What it does
- Defines patterns for ECS components, including data, tags, buffers, and shared components.
- Provides templates for high-performance systems using ISystem and Burst compilation.
- Demonstrates efficient entity querying and filtering techniques.
- Outlines best practices for structural changes using Entity Command Buffers.
- Offers guidance on transitioning from object-oriented to data-oriented architectures.
- Highlights performance pitfalls like managed types and improper chunk utilization.
When to use it
- When developing high-performance Unity games requiring mass simulation.
- When managing thousands of entities that exceed standard object-oriented scaling.
- When optimizing CPU-bound game logic for parallel execution.
- When implementing data-oriented systems to improve memory cache efficiency.
Advantages
- Promotes linear scaling for large entity counts.
- Leverages Burst compiler for significant CPU performance gains.
- Encourages clean, modular code through ISystem and Aspects.
- Reduces memory fragmentation by utilizing contiguous data storage.
Usage examples
- “How do I create a basic data component in Unity ECS?”
- The skill provides a struct definition implementing IComponentData, ensuring it contains only pure data without methods.
- “What is the recommended way to implement a system in DOTS?”
- It suggests using ISystem over SystemBase for better performance and full Burst compatibility.
- “How can I safely destroy entities during a system update?”
- It explains the use of Entity Command Buffers (ECB) to defer structural changes like entity destruction.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/wshobson/unity-ecs-patterns/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip unity-ecs-patterns.zip -d .agents/skills
Documentation by Seth Hobson
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 entitiesDetailed patterns and worked examples
Detailed pattern documentation lives in references/details.md. Read that file when the navigation tier above is insufficient.
Best Practices
Do's
Use ISystem over SystemBase - Better performance
Burst compile everything - Massive speedup
Batch structural changes - Use ECB
Profile with Profiler - Identify bottlenecks
Use Aspects - Clean component grouping
Don'ts
Don't use managed types - Breaks Burst
Don't structural change in jobs - Use ECB
Don't over-architect - Start simple
Don't ignore chunk utilization - Group similar entities
Don't forget disposal - Native collections leak
Files
- ATTRIBUTION.mdAdded by AutoGineer986 B
- LICENSELicence file added by AutoGineer1.0 KiB
- SKILL.md2.0 KiB
- references/details.md14.1 KiB
references/details.md
unity-ecs-patterns — detailed patterns and worked examples
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)
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Burst;
// ISystem: Unmanaged, Burst-compatible, highest performance
[BurstCompile]
public partial struct MovementSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
// Require components before system runs
state.RequireForUpdate<Speed>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float deltaTime = SystemAPI.Time.DeltaTime;
// Simple foreach - auto-generates job
foreach (var (transform, speed) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
{
transform.ValueRW.Position +=
new float3(0, 0, speed.ValueRO.Value * deltaTime);
}
}
[BurstCompile]
public void OnDestroy(ref SystemState state) { }
}
// With explicit job for more control
[BurstCompile]
public partial struct MovementJobSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var job = new MoveJob
{
DeltaTime = SystemAPI.Time.DeltaTime
};
state.Dependency = job.ScheduleParallel(state.Dependency);
}
}
[BurstCompile]
public partial struct MoveJob : IJobEntity
{
public float DeltaTime;
void Execute(ref LocalTransform transform, in Speed speed)
{
transform.Position += new float3(0, 0, speed.Value * DeltaTime);
}
}Pattern 3: Entity Queries
[BurstCompile]
public partial struct QueryExamplesSystem : ISystem
{
private EntityQuery _enemyQuery;
public void OnCreate(ref SystemState state)
{
// Build query manually for complex cases
_enemyQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll<EnemyTag, Health, LocalTransform>()
.WithNone<Dead>()
.WithOptions(EntityQueryOptions.FilterWriteGroup)
.Build(ref state);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// SystemAPI.Query - simplest approach
foreach (var (health, entity) in
SystemAPI.Query<RefRW<Health>>()
.WithAll<EnemyTag>()
.WithEntityAccess())
{
if (health.ValueRO.Current <= 0)
{
// Mark for destruction
SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged)
.DestroyEntity(entity);
}
}
// Get count
int enemyCount = _enemyQuery.CalculateEntityCount();
// Get all entities
var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);
// Get component arrays
var healths = _enemyQuery.ToComponentDataArray<Health>(Allocator.Temp);
}
}Pattern 4: Entity Command Buffers (Structural Changes)
// Structural changes (create/destroy/add/remove) require command buffers
[BurstCompile]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct SpawnSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
foreach (var (spawner, transform) in
SystemAPI.Query<RefRW<Spawner>, RefRO<LocalTransform>>())
{
spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;
if (spawner.ValueRO.Timer <= 0)
{
spawner.ValueRW.Timer = spawner.ValueRO.Interval;
// Create entity (deferred until sync point)
Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab);
// Set component values
ecb.SetComponent(newEntity, new LocalTransform
{
Position = transform.ValueRO.Position,
Rotation = quaternion.identity,
Scale = 1f
});
// Add component
ecb.AddComponent(newEntity, new Speed { Value = 5f });
}
}
}
}
// Parallel ECB usage
[BurstCompile]
public partial struct ParallelSpawnJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter ECB;
void Execute([EntityIndexInQuery] int index, in Spawner spawner)
{
Entity e = ECB.Instantiate(index, spawner.Prefab);
ECB.AddComponent(index, e, new Speed { Value = 5f });
}
}Pattern 5: Aspect (Grouping Components)
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
// Aspect: Groups related components for cleaner code
public readonly partial struct CharacterAspect : IAspect
{
public readonly Entity Entity;
private readonly RefRW<LocalTransform> _transform;
private readonly RefRO<Speed> _speed;
private readonly RefRW<Health> _health;
// Optional component
[Optional]
private readonly RefRO<Shield> _shield;
// Buffer
private readonly DynamicBuffer<InventoryItem> _inventory;
public float3 Position
{
get => _transform.ValueRO.Position;
set => _transform.ValueRW.Position = value;
}
public float CurrentHealth => _health.ValueRO.Current;
public float MaxHealth => _health.ValueRO.Max;
public float MoveSpeed => _speed.ValueRO.Value;
public bool HasShield => _shield.IsValid;
public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;
public void TakeDamage(float amount)
{
float remaining = amount;
if (HasShield && _shield.ValueRO.Amount > 0)
{
// Shield absorbs damage first
remaining = math.max(0, amount - _shield.ValueRO.Amount);
}
_health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
}
public void Move(float3 direction, float deltaTime)
{
_transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
}
public void AddItem(int itemId, int quantity)
{
_inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
}
}
// Using aspect in system
[BurstCompile]
public partial struct CharacterSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var character in SystemAPI.Query<CharacterAspect>())
{
character.Move(new float3(1, 0, 0), dt);
if (character.CurrentHealth < character.MaxHealth * 0.5f)
{
// Low health logic
}
}
}
}Pattern 6: Singleton Components
// Singleton: Exactly one entity with this component
public struct GameConfig : IComponentData
{
public float DifficultyMultiplier;
public int MaxEnemies;
public float SpawnRate;
}
public struct GameState : IComponentData
{
public int Score;
public int Wave;
public float TimeRemaining;
}
// Create singleton on world creation
public partial struct GameInitSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
var entity = state.EntityManager.CreateEntity();
state.EntityManager.AddComponentData(entity, new GameConfig
{
DifficultyMultiplier = 1.0f,
MaxEnemies = 100,
SpawnRate = 2.0f
});
state.EntityManager.AddComponentData(entity, new GameState
{
Score = 0,
Wave = 1,
TimeRemaining = 120f
});
}
}
// Access singleton in system
[BurstCompile]
public partial struct ScoreSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Read singleton
var config = SystemAPI.GetSingleton<GameConfig>();
// Write singleton
ref var gameState = ref SystemAPI.GetSingletonRW<GameState>().ValueRW;
gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;
// Check exists
if (SystemAPI.HasSingleton<GameConfig>())
{
// ...
}
}
}Pattern 7: Baking (Converting GameObjects)
using Unity.Entities;
using UnityEngine;
// Authoring component (MonoBehaviour in Editor)
public class EnemyAuthoring : MonoBehaviour
{
public float Speed = 5f;
public float Health = 100f;
public GameObject ProjectilePrefab;
class Baker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Speed { Value = authoring.Speed });
AddComponent(entity, new Health
{
Current = authoring.Health,
Max = authoring.Health
});
AddComponent(entity, new EnemyTag());
if (authoring.ProjectilePrefab != null)
{
AddComponent(entity, new ProjectilePrefab
{
Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
});
}
}
}
}
// Complex baking with dependencies
public class SpawnerAuthoring : MonoBehaviour
{
public GameObject[] Prefabs;
public float Interval = 1f;
class Baker : Baker<SpawnerAuthoring>
{
public override void Bake(SpawnerAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new Spawner
{
Interval = authoring.Interval,
Timer = 0f
});
// Bake buffer of prefabs
var buffer = AddBuffer<SpawnPrefabElement>(entity);
foreach (var prefab in authoring.Prefabs)
{
buffer.Add(new SpawnPrefabElement
{
Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
});
}
// Declare dependencies
DependsOn(authoring.Prefabs);
}
}
}Pattern 8: Jobs with Native Collections
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
using Unity.Mathematics;
[BurstCompile]
public struct SpatialHashJob : IJobParallelFor
{
[ReadOnly]
public NativeArray<float3> Positions;
// Thread-safe write to hash map
public NativeParallelMultiHashMap<int, int>.ParallelWriter HashMap;
public float CellSize;
public void Execute(int index)
{
float3 pos = Positions[index];
int hash = GetHash(pos);
HashMap.Add(hash, index);
}
int GetHash(float3 pos)
{
int x = (int)math.floor(pos.x / CellSize);
int y = (int)math.floor(pos.y / CellSize);
int z = (int)math.floor(pos.z / CellSize);
return x * 73856093 ^ y * 19349663 ^ z * 83492791;
}
}
[BurstCompile]
public partial struct SpatialHashSystem : ISystem
{
private NativeParallelMultiHashMap<int, int> _hashMap;
public void OnCreate(ref SystemState state)
{
_hashMap = new NativeParallelMultiHashMap<int, int>(10000, Allocator.Persistent);
}
public void OnDestroy(ref SystemState state)
{
_hashMap.Dispose();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var query = SystemAPI.QueryBuilder()
.WithAll<LocalTransform>()
.Build();
int count = query.CalculateEntityCount();
// Resize if needed
if (_hashMap.Capacity < count)
{
_hashMap.Capacity = count * 2;
}
_hashMap.Clear();
// Get positions
var positions = query.ToComponentDataArray<LocalTransform>(Allocator.TempJob);
var posFloat3 = new NativeArray<float3>(count, Allocator.TempJob);
for (int i = 0; i < count; i++)
{
posFloat3[i] = positions[i].Position;
}
// Build hash map
var hashJob = new SpatialHashJob
{
Positions = posFloat3,
HashMap = _hashMap.AsParallelWriter(),
CellSize = 10f
};
state.Dependency = hashJob.Schedule(count, 64, state.Dependency);
// Cleanup
positions.Dispose(state.Dependency);
posFloat3.Dispose(state.Dependency);
}
}Performance Tips
// 1. Use Burst everywhere
[BurstCompile]
public partial struct MySystem : ISystem { }
// 2. Prefer IJobEntity over manual iteration
[BurstCompile]
partial struct OptimizedJob : IJobEntity
{
void Execute(ref LocalTransform transform) { }
}
// 3. Schedule parallel when possible
state.Dependency = job.ScheduleParallel(state.Dependency);
// 4. Use ScheduleParallel with chunk iteration
[BurstCompile]
partial struct ChunkJob : IJobChunk
{
public ComponentTypeHandle<Health> HealthHandle;
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
bool useEnabledMask, in v128 chunkEnabledMask)
{
var healths = chunk.GetNativeArray(ref HealthHandle);
for (int i = 0; i < chunk.Count; i++)
{
// Process
}
}
}
// 5. Avoid structural changes in hot paths
// Use enableable components instead of add/remove
public struct Disabled : IComponentData, IEnableableComponent { }Requirements and compatibility
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Attribution and licence
- Created by
- Seth Hobson
- Publisher
- Seth Hobson (Community)
- Source
- wshobson/agents · plugins/game-development/skills/unity-ecs-patterns · commit 4bde316
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Seth Hobson.
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