isystem-burst-compile
CommunityCut managed overhead with Burst-ready ISystem.
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
ISystemdesign: Implement systems aspublic partial struct ... : ISystemto avoid class-based dispatch and keep state value-type friendly. - Burst-compiled entry points: Use
[BurstCompile]onOnCreate,OnUpdate, andOnDestroyto compile the hot paths. - Burst-safe ECS access: Use
ref SystemStateand Burst-compatibleSystemAPI.Querypatterns 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 requiredComponents
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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