What problem does it solve? Writing high-performance Unity games with 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 systems that scale linearly with entity count. ## Core Features & Use Cases - ECS Architecture Patterns: Components, ISystem systems, entity queries, aspects, singletons, and entity command buffers for structural changes. - Performance Optimization: Burst-compiled jobs, IJobEntity and IJobChunk parallelization, and native collections like NativeParallelMultiHashMap for spatial hashing. - GameObject Conversion: Baking patterns that convert authoring MonoBehaviours into ECS entities with buffers and dependency tracking. - Use Case: You are building a game with 10,000 enemies on screen. Use these patterns to convert your OOP enemy logic into Burst-compiled ISystem jobs that process entities in parallel with contiguous memory access. ## Quick Start Ask the AI to convert a MonoBehaviour movement script into a Burst-compiled Unity ECS ISystem using the movement pattern.