What problem does it solve? Writing high-performance Unity games that simulate thousands of entities is difficult with traditional object-oriented MonoBehaviour code, which suffers from scattered memory and poor scaling. This Skill provides production-ready patterns for Unity's Data-Oriented Technology Stack (DOTS) so you can build data-oriented systems that scale linearly with entity count. ## Core Features & Use Cases - ECS Architecture Patterns: Define components (IComponentData, IBufferElementData, ISharedComponentData), systems with ISystem, entity queries, and aspects for clean component grouping. - Parallelization & Performance: Use IJobEntity, IJobChunk, IJobParallelFor, Burst compilation, and native collections like NativeParallelMultiHashMap for parallel CPU workloads. - Structural Changes & Baking: Handle entity creation and destruction safely with Entity Command Buffers, and convert GameObjects to entities using Baker classes. - Use Case: Imagine you are building a tower defense game with 10,000 enemies on screen. Use this Skill to convert your OOP enemy logic into Burst-compiled ECS systems with spatial hashing, achieving smooth frame rates that MonoBehaviour code cannot deliver. ## Quick Start Use the unity-ecs-patterns skill to convert my MonoBehaviour enemy movement script into a Burst-compiled ISystem with an IJobEntity job.