entity-command-buffer

Community

Safely apply structural changes after jobs.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Structural changes in Unity DOTS (like adding/removing components or instantiating/destroying entities) cannot be safely performed from within parallel jobs, so entities can end up in invalid states or cause runtime errors.

Core Features & Use Cases

  • Record structural changes during jobs: Queue AddComponent, RemoveComponent, Instantiate, and DestroyEntity operations without performing them immediately.
  • Play back at the correct frame boundary: Use the appropriate ECB system (e.g., BeginSimulationEntityCommandBufferSystem) so changes are applied safely on the main thread after simulation timing.
  • Deterministic parallel playback: Use ECB.ParallelWriter with a proper sort key (chunk index) to ensure stable, predictable replay order across workers.

Quick Start

Ask your AI to show how to record entity instantiation and component setup inside a parallel IJobEntity using BeginSimulationEntityCommandBufferSystem and a chunk index sort key.

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: entity-command-buffer
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#entity-command-buffer

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