dots-event-driven-ecs

Community

Turn one-frame signals into safe ECS data

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill prevents hard-to-debug ECS gameplay issues caused by treating one-frame events as unmanaged or persistent state, ensuring events are consumed exactly once and cleared reliably.

Core Features & Use Cases

  • Explicit one-shot event modeling: Choose the correct event shape (request entity, enableable command component, or event buffer) based on lifetime and broadcast needs.
  • Deterministic producer/consumer ownership: Enforce exactly-one consumer semantics (or an explicit broadcast contract) to avoid double-application and missed consumption.
  • Burst-safe, replay-safe anti-pattern guidance: Reject managed-world event patterns (C# events, UnityEvent, static buses) and highlight failure modes like wrong ECB phase ordering and un-destroyed request entities.

Quick Start

Ask the agent to refactor your ECS gameplay flow so every one-frame UI/input/network trigger becomes a request entity, an enableable command component, or an event buffer with a clearly defined single consumer and a guaranteed clearing/destroy step.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: dots-event-driven-ecs
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#dots-event-driven-ecs

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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