isystem-burst-compile

Community

Cut managed overhead with Burst-ready ISystem.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

It solves performance loss from managed dispatch when your ECS simulation code could be compiled and executed as native Burst code instead.

Core Features & Use Cases

  • Unmanaged ISystem design: Implement systems as public partial struct ... : ISystem to avoid class-based dispatch and keep state value-type friendly.
  • Burst-compiled entry points: Use [BurstCompile] on OnCreate, OnUpdate, and OnDestroy to compile the hot paths.
  • Burst-safe ECS access: Use ref SystemState and Burst-compatible SystemAPI.Query patterns while keeping every field and call Burst-safe.

Use it when you’re writing high-frequency simulation (movement, physics-style updates, gameplay state stepping) that doesn’t require managed types like string, List<T>, MonoBehaviour references, or Unity managed APIs.

Quick Start

Use the pattern for a new ECS simulation system by creating an ISystem as an unmanaged partial struct, marking its lifecycle methods with [BurstCompile], and moving all ECS access through ref SystemState plus Burst-safe SystemAPI.Query iteration.

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: isystem-burst-compile
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#isystem-burst-compile

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