Unity DOTS

Migrate Unity simulations to DOTS with ECS, Job System, and Burst.

7|Updated Feb 27, 2026
One-click install
npx skills add https://github.com/JulianKerignard/Unity-Skills --skill unity-dots
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Unity DOTS
Source: https://github.com/JulianKerignard/Unity-Skills/tree/main/skills/unity-dots
Command: npx skills add https://github.com/JulianKerignard/Unity-Skills --skill unity-dots

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Unity projects often struggle to scale performance when simulating thousands of entities. Data-Oriented Technology Stack (ECS, Job System, Burst) provides a path to unlock multithreaded, high-throughput code and better CPU utilization.

Core Features & Use Cases

  • ECS, Job System, Burst integration: a complete workflow from authoring to baking to systems, enabling scalable entity simulations.
  • Authoring + Baking pattern: Create MonoBehaviours, Bakers, and SubScenes to convert to entities for runtime execution.
  • System API-first workflows: Use ISystem and SystemAPI.Query for Burst-friendly, deterministic gameplay logic.
  • Hybrid DOTS patterns: Integrate Unity GameObjects with DOTS simulations via SubScenes and companion GameObjects.

Quick Start

Install the DOTS packages, create a simple authoring MonoBehaviour with a Baker, bake to a SubScene, and implement an ISystem using SystemAPI.Query to run the logic.

Frequently Asked Questions about Unity DOTS

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

FAQPage Schema
How do I convert Unity MonoBehaviours to ECS entities for runtime execution?

You convert Unity MonoBehaviours to ECS entities by implementing an authoring and Baker pattern within SubScenes. This workflow translates GameObject data into ECS components for runtime execution.

What is the best way to query entities in a Unity ISystem for Burst compilation?

The best way to query entities in a Unity ISystem for Burst compilation is using SystemAPI.Query. This API-first workflow enables deterministic, high-throughput gameplay logic that is fully Burst-friendly.

When do I need Unity DOTS for large-scale entity processing?

You need Unity DOTS for large-scale entity processing when your project simulates thousands of entities like crowds, RTS units, or physics. The ECS, Job System, and Burst stack unlocks multithreaded high-throughput code for better CPU utilization.

Can I integrate Unity GameObjects with DOTS simulations using Hybrid DOTS workflows?

Yes, you can integrate Unity GameObjects with DOTS simulations using Hybrid DOTS workflows. This pattern connects traditional GameObjects with ECS simulations via SubScenes and companion GameObjects.

What Unity packages do I need to install to start using ECS and the Job System?

To start using ECS and the Job System, you must install the required Unity DOTS packages. Once installed, you can create an authoring MonoBehaviour with a Baker, bake it to a SubScene, and implement an ISystem.