What problem does it solve?
This Skill helps you design ECS systems that are deterministic, testable, and safe to run inside a fixed-timestep game loop without leaking Godot dependencies into Core logic.
Core Features & Use Cases
- System lifecycle design: Define Initialize, Update, PostTick, Shutdown, and SetTick behavior for clean system ownership.
- Execution ordering: Organize systems into groups such as Init, FixedTick, RenderSync, and Cleanup with predictable sequencing.
- Dependency validation: Declare read/write access with ComponentAccessAttribute so conflicting systems can be detected before runtime.
- Zero-allocation iteration: Use struct-based handlers for hot-path entity iteration to avoid per-frame heap allocations.
- Deferred structural changes: Route entity creation, destruction, and component edits through a CommandBufferSystem.
- Use case: An AI movement system can read input, update velocity, defer destruction of dead entities, and remain fully unit-testable in the Core project.
Quick Start
Ask the AI to design a new ECS system for your Godot project using the lifecycle, ordering, and dependency rules from this skill.