ijobentity-parallel-job

Generate IJobEntity jobs from Execute method signatures for parallel DOTS computation.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill ijobentity-parallel-job
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ijobentity-parallel-job
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/ijobentity-parallel-job
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill ijobentity-parallel-job

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It eliminates the tedium and performance pitfalls of writing per-entity processing loops by providing a safe, Burst-compatible parallel pattern that integrates with DOTS scheduling.

Core Features & Use Cases

  • Source-generated per-entity jobs (IJobEntity): Derives the job query from your Execute method signature to automatically match entities with the right components.
  • Thread-parallel scheduling (ScheduleParallel): Executes work across worker threads while correctly participating in the Dependency chain.
  • Burst-friendly data flow: Encourages clear read/write intent via in/ref parameters and optional query filters using attributes.

Use case: Applying velocity updates to many entities every frame in a production simulation where the work is independent per entity and benefits from Burst and parallelism.

Quick Start

Add a Burst-compiled partial struct implementing IJobEntity with an Execute signature that takes your components, then schedule it with ScheduleParallel and assign the result back to state.Dependency in your system’s OnUpdate.

Frequently Asked Questions about ijobentity-parallel-job

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run per-entity DOTS work in parallel using Unity ECS?

To run per-entity DOTS work in parallel, implement a Burst-compiled partial struct with IJobEntity, define an Execute method taking your components, and schedule it using ScheduleParallel to distribute updates across worker threads.

What is IJobEntity used for in Unity DOTS job systems?

IJobEntity is used for source-generating per-entity jobs by deriving the entity query automatically from your Execute method signature, ensuring safe and Burst-compatible parallel computation for independent entity updates.

Do I need to assign state.Dependency when scheduling parallel ECS jobs?

Yes, you need to assign state.Dependency when scheduling parallel ECS jobs. Correctly assigning the ScheduleParallel result back to state.Dependency in your system's OnUpdate ensures the job participates safely in the Dependency chain.

How do I filter entities in an IJobEntity parallel scheduling job?

You filter entities in an IJobEntity job by applying optional query attributes to your Execute method parameters, while using in and ref keywords to express clear read and write intent for component access.

Can I use IJobEntity for non-independent entity updates in production simulations?

IJobEntity is designed for production simulation workloads where entity updates are independent. If your per-entity work has dependencies or requires sequential execution, this parallel scheduling pattern is not suitable.