unity-dev

Implement Unity DOTS ECS systems and jobs following an approved design.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-dev-dycuong03
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-dev
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dev
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill unity-dev-dycuong03

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill ensures your Unity DOTS work stays faithful to an approved Architect design while safely implementing performance-critical ECS runtime code.

Core Features & Use Cases

  • Implement ECS runtime systems and jobs that match an Architect-approved ECS design exactly (systems, components, bakers, conversion paths).
  • Use CRG-first codebase investigation to follow existing patterns and extension points before changing or adding code.
  • Enforce ECS safety and validation gates (Burst safety, structural-change rules, update-order preservation) before signaling verification.

Use case example: When adding a new DOTS feature, you delegate investigation to CRG agents, implement the required systems/jobs/bakers in the existing pattern, and validate that you didn’t introduce unsafe structural changes or Burst-breaking managed allocations.

Quick Start

Instruct the AI to implement the specified Unity DOTS feature using the unity-dev role, following the approved design, using CRG-first investigation, and producing the required “Implemented surfaces / Unresolved items / Runtime risks” handoff.

Frequently Asked Questions about unity-dev

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

FAQPage Schema
How do I implement Unity DOTS ECS runtime systems that are Burst-safe and deterministic?

To implement Unity DOTS ECS runtime systems safely, you must enforce strict ECS safety validation gates, preventing Burst-breaking managed allocations and unsafe structural changes during job scheduling. This ensures deterministic execution.

What is the best way to add new IJobEntity and ISystem classes to an existing Unity ECS codebase?

The best way to add IJobEntity and ISystem classes is using CRG-first codebase investigation. By delegating investigation to CRG agents, you identify existing patterns and extension points before writing code to match the approved design exactly.

How do I use EntityCommandBuffer safely during baking and conversion paths in Unity ECS?

Using EntityCommandBuffer safely during baking and conversion paths requires adhering to structural-change rules and preserving the update order. You must validate these safety checks before signaling verification to avoid runtime risks.

Why does my Unity DOTS job scheduling break when I introduce managed allocations?

Unity DOTS job scheduling breaks with managed allocations because they violate Burst safety requirements and destroy determinism. You must eliminate managed allocations inside IJobEntity and IJobChunk implementations to ensure safe scheduling.

Can I use this approach to extend an Architect-approved ECS design without breaking performance?

Yes, you can extend an Architect-approved ECS design without breaking performance by applying CRG-first investigation to follow existing patterns. It validates ECS safety checklists and produces profiler-sensitive runtime-risk reporting for safe job orchestration.