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unity-ecs-dotsUnity ECS dots 命令行

Agent Skill

unity-ecs-dots 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

318

周安装

13

GitHub Stars

14

下载量

103
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:unity-ecs-dots(Unity ECS dots 命令行)
来源仓库:https://github.com/nice-wolf-studio/unity-claude-skills
仓库路径:skills/unity-ecs-dots
安装命令:
npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-ecs-dots
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/nice-wolf-studio/unity-claude-skills --skill unity-ecs-dots

简介

用于处理 Unity ECS(Entity Component System)与 DOTS 相关的 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕代码变更或协作事项进行整理时使用。
  • 通过 npx skills add 命令从 GitHub 仓库安装并使用。
  • 安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。
  • unity-ecs-dots 属于前端设计类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Unity ECS / DOTS (Data-Oriented Technology Stack)

Based on Unity 6.3 LTS (6000.3) -- Entities 1.3, Burst 1.8, Jobs package

Core Concepts

ECS (Entity Component System) is Unity's data-oriented framework. It replaces the GameObject/MonoBehaviour model with a cache-friendly, high-performance architecture.

ECS vs MonoBehaviour

AspectMonoBehaviourECS
IdentityGameObject (heavy, managed)Entity (lightweight int ID)
DataClass fields on componentsUnmanaged structs (IComponentData)
LogicMethods on MonoBehaviourSystems (ISystem / SystemBase)
Memory layoutScattered across heapContiguous chunks by archetype
ThreadingMain thread onlyJobs + Burst for parallel work

Entities

Entities are lightweight identifiers (an index + version integer). They have no behavior and no data -- they are handles used to associate components.

Components (IComponentData)

Components are unmanaged structs with no methods. They hold only data.

using Unity.Entities;

public struct Speed : IComponentData
{
    public float Value;
}

public struct Health : IComponentData
{
    public float Current;
    public float Max;
}

Archetypes and Chunks

An archetype is a unique combination of component types. All entities with the same set of components share an archetype. Entities are stored in chunks (16 KB blocks) grouped by archetype, enabling cache-efficient iteration.

World and EntityManager

A World contains an EntityManager and a set of systems. The default world is created automatically. EntityManager is the primary API for creating/destroying entities and adding/removing components.

Baking and SubScene Workflow

Baking converts authoring GameObjects into runtime entities. This is a one-way conversion that happens at build time or when a SubScene is loaded in the Editor.

Baker

using Unity.Entities;

// Authoring component (MonoBehaviour on GameObject)
public class SpeedAuthoring : MonoBehaviour
{
    public float speed;
}

// Baker converts authoring data to ECS components
public class SpeedBaker : Baker<SpeedAuthoring>
{
    public override void Bake(SpeedAuthoring authoring)
    {
        var entity = GetEntity(TransformUsageFlags.Dynamic);
        AddComponent(entity, new Speed { Value = authoring.speed });
    }
}

SubScene

  • SubScenes contain GameObjects that are baked into entities at build time
  • At runtime, entity data streams in efficiently (no GameObject overhead)
  • In the Editor, SubScenes can be opened for editing (shows GameObjects) or closed (shows baked entities)
  • Always place ECS-managed objects inside a SubScene

TransformUsageFlags

FlagUse
DynamicEntity moves at runtime (gets LocalTransform, LocalToWorld)
RenderableEntity is rendered but not moved by code
WorldSpaceEntity uses world-space transform only
NoneNo transform components added

Systems

Systems contain all logic. They iterate over entities that match a component query.

ISystem (Recommended)

ISystem is the modern, unmanaged system type. It is Burst-compatible and should be preferred over SystemBase.

using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;

[BurstCompile]
public partial struct MovementSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        state.RequireForUpdate<Speed>();
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        foreach (var (transform, speed) in
            SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
        {
            transform.ValueRW.Position +=
                new float3(0, 0, speed.ValueRO.Value * deltaTime);
        }
    }

    [BurstCompile]
    public void OnDestroy(ref SystemState state) { }
}

Key points:

  • Must be a partial struct
  • Use [BurstCompile] on the struct and each method
  • OnCreate, OnUpdate, OnDestroy receive ref SystemState
  • state.RequireForUpdate<T>() -- system only runs when T exists
  • SystemAPI.Query<T>() -- type-safe foreach iteration

SystemBase (Managed, Legacy)

SystemBase is a managed class-based system. It supports managed code but cannot be Burst-compiled at the system level. Use ISystem for all new code. SystemBase uses Entities.ForEach() lambda syntax instead of SystemAPI.Query.

SystemGroup and Update Ordering

Systems are organized into groups that update in a defined order:

InitializationSystemGroup
  -> BeginInitializationEntityCommandBufferSystem
SimulationSystemGroup (default group)
  -> BeginSimulationEntityCommandBufferSystem
  -> [Your systems go here by default]
  -> EndSimulationEntityCommandBufferSystem
PresentationSystemGroup
  -> BeginPresentationEntityCommandBufferSystem

Control ordering with attributes:

[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateBefore(typeof(OtherSystem))]
[UpdateAfter(typeof(AnotherSystem))]
public partial struct MySystem : ISystem { }

SystemAPI

SystemAPI provides static methods for safe, Burst-compatible access:

MethodPurpose
SystemAPI.Query<T1, T2>()Iterate matching entities
SystemAPI.TimeAccess TimeData (DeltaTime, ElapsedTime)
SystemAPI.GetSingleton<T>()Get singleton component value
SystemAPI.SetSingleton<T>(value)Set singleton component value
SystemAPI.GetComponent<T>(entity)Read component from entity
SystemAPI.SetComponent<T>(entity, value)Write component on entity
SystemAPI.HasComponent<T>(entity)Check if entity has component
SystemAPI.GetComponentLookup<T>()Get random-access lookup
SystemAPI.GetBuffer<T>(entity)Get DynamicBuffer
SystemAPI.GetAspect<T>(entity)Get aspect for entity

Components Deep Dive

IComponentData (Unmanaged Struct)

The fundamental component type. Must be an unmanaged struct (no reference types, no managed arrays).

ISharedComponentData

Shared across entities -- entities with the same shared component value are grouped into the same chunk. Changing a shared component value is a structural change.

public struct TeamId : ISharedComponentData
{
    public int Value;
}

IBufferElementData (DynamicBuffer)

Variable-length arrays attached to entities.

[InternalBufferCapacity(8)]
public struct DamageEvent : IBufferElementData
{
    public float Value;
    public Entity Source;
}

// Usage in a system
foreach (var (buffer, entity) in SystemAPI.Query<DynamicBuffer<DamageEvent>>()
    .WithEntityAccess())
{
    for (int i = 0; i < buffer.Length; i++)
        totalDamage += buffer[i].Value;
    buffer.Clear();
}

ICleanupComponentData

Persists after entity destruction. Used for cleanup logic (e.g., releasing native resources). The entity is not fully destroyed until all cleanup components are removed.

IEnableableComponent

Components that can be toggled on/off without structural changes (no chunk moves).

public struct Stunned : IComponentData, IEnableableComponent { }

// Toggle in system
SystemAPI.SetComponentEnabled<Stunned>(entity, true);
bool isStunned = SystemAPI.IsComponentEnabled<Stunned>(entity);

Tag Components

Zero-size structs used purely for filtering queries. No fields -- zero memory cost per entity.

public struct IsPlayer : IComponentData { }

Common Patterns

Creating and Destroying Entities

// Direct creation (structural change -- main thread only)
Entity e = entityManager.CreateEntity(typeof(Speed), typeof(Health));

// Preferred: use EntityCommandBuffer for deferred structural changes
var ecb = new EntityCommandBuffer(Allocator.TempJob);
Entity e2 = ecb.CreateEntity();
ecb.AddComponent(e2, new Speed { Value = 5f });
ecb.Playback(entityManager);
ecb.Dispose();

EntityCommandBuffer (ECB)

Structural changes (create/destroy entity, add/remove component) cannot happen during iteration. Use ECB to defer them. See references/ecs-api.md for full ECB API.

System-Managed ECB (Preferred)

[BurstCompile]
public partial struct SpawnSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var ecbSingleton = SystemAPI.GetSingleton<
            EndSimulationEntityCommandBufferSystem.Singleton>();
        var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
        // ecb is played back automatically -- no Playback/Dispose needed
        foreach (var spawner in SystemAPI.Query<RefRW<Spawner>>())
        {
            if (spawner.ValueRO.Timer <= 0)
            {
                ecb.Instantiate(spawner.ValueRO.Prefab);
                spawner.ValueRW.Timer = spawner.ValueRO.Interval;
            }
        }
    }
}

Singleton Components

Use when exactly one entity has a given component. Access via SystemAPI.GetSingleton<T>() / SystemAPI.SetSingleton<T>(value) / SystemAPI.GetSingletonRW<T>(). Useful for global config, game state, and similar one-of-a-kind data.

Aspects (IAspect)

Aspects group related components into a single access wrapper with optional methods.

public readonly partial struct CharacterAspect : IAspect
{
    public readonly RefRW<LocalTransform> Transform;
    public readonly RefRO<Speed> Speed;
    public readonly RefRW<Health> Health;

    public void Move(float3 direction, float deltaTime)
    {
        Transform.ValueRW.Position +=
            direction * Speed.ValueRO.Value * deltaTime;
    }
}

// Use in system
foreach (var character in SystemAPI.Query<CharacterAspect>())
{
    character.Move(new float3(1, 0, 0), deltaTime);
}

Jobs System

IJobEntity (Recommended)

Automatically generates an EntityQuery from the Execute parameter types.

[BurstCompile]
public partial struct MoveJob : IJobEntity
{
    public float DeltaTime;

    void Execute(ref LocalTransform transform, in Speed speed)
    {
        transform.Position += new float3(0, 0, speed.Value * DeltaTime);
    }
}

// Schedule from system
[BurstCompile]
public partial struct MoveSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        new MoveJob
        {
            DeltaTime = SystemAPI.Time.DeltaTime
        }.ScheduleParallel();
    }
}

IJobChunk (Low-Level)

Manual chunk iteration for maximum control. See references/jobs-burst.md for full examples.

Job Scheduling

MethodBehavior
Run()Execute on main thread (no job scheduling)
Schedule()Single-threaded job on worker thread
ScheduleParallel()Multi-threaded across chunks

ECB in Parallel Jobs

[BurstCompile]
public partial struct DestroyDeadJob : IJobEntity
{
    public EntityCommandBuffer.ParallelWriter ECB;

    void Execute([ChunkIndexInQuery] int sortKey, in Health health, Entity entity)
    {
        if (health.Current <= 0)
            ECB.DestroyEntity(sortKey, entity);
    }
}

Burst Compiler

The Burst compiler translates IL/.NET bytecode into highly optimized native code using LLVM.

Usage

Add [BurstCompile] to ISystem structs (and each method) and IJobEntity structs. Burst compiles them to optimized native code via LLVM.

Restrictions

  • No managed types (no class, string, List<T>, managed arrays)
  • No allocations (no new for reference types)
  • No try/catch/finally
  • No virtual methods or interfaces (except job interfaces)
  • No static mutable fields (use SharedStatic<T> instead)
  • Must use NativeContainer types for collections

Unity.Mathematics

Burst-optimized math library replacing UnityEngine.Mathf and Vector3:

using Unity.Mathematics;

float3 position = new float3(1, 2, 3);
quaternion rot = quaternion.Euler(0, math.PI, 0);
float dist = math.distance(a, b);
float3 dir = math.normalize(b - a);
float val = math.lerp(0f, 1f, 0.5f);
UnityEngineUnity.Mathematics
Vector3float3
Vector2float2
Quaternionquaternion
Mathf.Lerpmath.lerp
Mathf.Sinmath.sin
Matrix4x4float4x4

Anti-Patterns

WhatWhy It's WrongFix
Using SystemBase when ISystem worksCannot Burst-compile system, heap allocationsUse ISystem (partial struct) with [BurstCompile]
Structural changes during iterationInvalidates iterators, causes exceptionsUse EntityCommandBuffer for deferred changes
Structural changes in parallel jobs without ECBRace conditions, crashesUse EntityCommandBuffer.ParallelWriter with sort key
Managed types in Burst-compiled codeBurst cannot compile managed typesUse unmanaged structs, FixedString, NativeContainer
Missing [BurstCompile] on ISystemSystem runs as managed code, loses performanceAdd [BurstCompile] to struct and all methods
Allocating NativeArray every frame without disposingMemory leakAllocate with Allocator.Temp or dispose in OnDestroy
Using UnityEngine.Mathf in Burst codeNot Burst-optimizedUse Unity.Mathematics.math
Forgetting state.RequireForUpdate<T>()System runs even when no matching entities existCall in OnCreate to skip updates when unnecessary
Modifying SharedComponentData frequentlyEach change is a structural change (chunk move)Use regular IComponentData for frequently changing data
Using GetComponent in inner loopsRandom access breaks cache coherencyUse SystemAPI.Query for linear iteration

Key API Quick Reference

Class / StructKey MembersNotes
EntityManagerCreateEntity, DestroyEntity, AddComponent<T>, RemoveComponent<T>, GetComponentData<T>, SetComponentData<T>Main-thread only; structural changes
EntityCommandBufferCreateEntity, DestroyEntity, AddComponent, RemoveComponent, Instantiate, PlaybackDeferred structural changes
ECB.ParallelWriterSame as ECB but with sortKey parameterThread-safe for parallel jobs
SystemAPIQuery<T>, Time, GetSingleton<T>, GetComponent<T>, GetComponentLookup<T>Static access from systems
EntityQueryToEntityArray, ToComponentDataArray<T>, CalculateEntityCountBulk operations
IComponentData(marker interface)Unmanaged struct components
IBufferElementData(marker interface)Dynamic buffer elements
DynamicBuffer<T>Add, RemoveAt, Length, Clear, AsNativeArrayVariable-length per-entity arrays
IJobEntityExecute(ref T1, in T2,...)Auto-generated query from params
IJobChunkExecute(in ArchetypeChunk,...)Manual chunk iteration
WorldDefaultGameObjectInjectionWorld, EntityManagerContainer for systems + entities
RefRW<T> / RefRO<T>ValueRW / ValueRORead-write / read-only component refs

Related Skills

  • unity-scripting -- MonoBehaviour scripting, coroutines, async/await
  • unity-physics -- Physics engine, Rigidbody, colliders (for Unity Physics ECS package)
  • unity-foundations -- GameObjects, Transforms, Scenes, Prefabs

Additional Resources

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平台分布

Codex

39.75%
按下载量换算41

Claude

27.12%
按下载量换算28

Cursor

20.81%
按下载量换算21

Gemini CLI

10.01%
按下载量换算10

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

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