wave6-zero-data-enableable-signal

Signal boolean events between Unity DOTS systems using zero-field IEnableableComponent.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave6-zero-data-enableable-signal
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: wave6-zero-data-enableable-signal
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/wave6-zero-data-enableable-signal
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave6-zero-data-enableable-signal

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the need for efficient inter-system signaling in Unity DOTS when you only have a boolean condition and want to avoid the overhead and cleanup complexity of event queues or DynamicBuffer-based messaging.

Core Features & Use Cases

  • Zero-field enableable component signaling: Uses an IEnableableComponent with no data payload as a single-bit signal between producer and consumer systems.
  • Deterministic producer→consumer flow: Relies on explicit system ordering (for example, [UpdateAfter]) so the consumer reacts to the current frame’s signal.
  • Consumer-owned clearing: Ensures the consumer clears (disables) the enableable after handling to prevent repeated firing and “stuck-on” signals.
  • Use case: A producer system detects “reposition needed” and enables the signal; a consumer system performs the repositioning and then disables the signal.

Quick Start

Use wave6-zero-data-enableable-signal when you have a boolean-only event between DOTS systems and you want the consumer to clear the signal after handling.

Frequently Asked Questions about wave6-zero-data-enableable-signal

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

FAQPage Schema
How do I send a boolean signal between Unity DOTS systems without using an event queue?

You can send a boolean signal without event queues by using a zero-field IEnableableComponent as a single-bit flag. The producer system enables the component, and the consumer system reacts to it before disabling the signal to clear it for the next cycle.

What is the best way to notify a consumer system in Unity ECS that a state change occurred?

The best way to notify a consumer system for state changes is using a zero-data enableable component as a single-bit signal. This avoids event queue overhead and requires the consumer system to clear the enableable bit after handling the notification.

How does consumer-owned clearing work for enableable components in Unity DOTS?

Consumer-owned clearing requires the consumer system to disable the enableable component after processing it. This prevents repeated firing and stuck-on signals, ensuring the single-bit signal is reset for future producer notifications within the Unity DOTS architecture.

Does Unity DOTS inter-system signaling with enableable components require explicit system ordering?

Yes, Unity DOTS inter-system signaling with enableable components requires explicit system ordering via update attributes like UpdateAfter. Deterministic producer-to-consumer flow ensures the consumer reacts to the current frame's signal without race conditions.

When should I not use a zero-field enableable component for inter-system messaging?

You should not use a zero-field enableable component for inter-system messaging if your signal requires a data payload, involves multiple producer systems causing last-write conflicts, or lacks a defined execution order for safe consumer clearing.

Can I use a zero-data IEnableableComponent for burst-compiled Unity ECS jobs?

Yes, you can use a zero-data IEnableableComponent for burst-compiled Unity ECS jobs. Because it has no data payload, it serves as an efficient single-bit event substitute that integrates smoothly with the burst compiler and DOTS performance standards.