system-update-order

Declare Unity DOTS system group membership and relative ordering for deterministic execution.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Prevents Unity DOTS systems from executing in an unpredictable order when their data dependencies rely on a specific sequence.

Core Features & Use Cases

  • Deterministic scheduling via group membership: Uses UpdateInGroup to place systems into the correct lifecycle group (e.g., simulation vs fixed-step physics).
  • Explicit relative ordering: Uses UpdateBefore / UpdateAfter to define ordering within the same group so transform, physics, and playback logic run correctly.
  • World-init verified constraints: Produces a deterministic execution order that is validated at world initialization to catch configuration mistakes early.

Quick Start

Use the UpdateInGroup plus UpdateBefore or UpdateAfter attributes on your system so it runs relative to the systems it depends on within the same DOTS group.

Frequently Asked Questions about system-update-order

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

FAQPage Schema
How do I make Unity DOTS system execution order deterministic?

To make Unity DOTS system execution order deterministic, use UpdateInGroup to place systems into the correct lifecycle group and apply UpdateBefore or UpdateAfter attributes to define explicit relative ordering, validated at world initialization.

Why does my Unity DOTS system run in an unpredictable order?

Unity DOTS systems execute unpredictably when data dependencies rely on a specific sequence but lack explicit scheduling. Apply UpdateInGroup and UpdateBefore or UpdateAfter to define constraints within the same group and prevent unpredictable execution order.

Can I use UpdateBefore and UpdateAfter for cross-group system ordering in Unity DOTS?

No, you should avoid cross-group constraints. UpdateBefore and UpdateAfter must define relative ordering only within the same DOTS group to prevent circular dependencies and ensure predictable startup scheduling validated at world initialization.

When should I define system scheduling constraints in Unity ECS?

Define system scheduling constraints in Unity ECS when gameplay logic must run after physics, before transforms, or during ECB command playback. Explicit ordering ensures these systems execute in the correct sequence within their lifecycle group.

What happens if I create circular system ordering constraints in Unity DOTS?

Circular system ordering constraints in Unity DOTS break deterministic execution. The world initialization validation catches these configuration mistakes early, preventing unpredictable system scheduling and ensuring a predictable startup sequence.