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unity-ecslisted

Use when considering ECS/DOTS architecture — when to use ECS vs MonoBehaviour, Burst compiler, Job System, hybrid approaches, and migration strategies from MonoBehaviour to ECS.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
Install: claude install-skill TheArcForge/hades-plugin
# Unity ECS / DOTS Decision framework for adopting Unity's Data-Oriented Technology Stack. Covers when ECS, Jobs, and Burst deliver meaningful value vs. when they add cost without benefit, how to apply each layer independently, and a proven incremental migration path from MonoBehaviour to full ECS. ## When to Apply Activate when the conversation involves: - Evaluating whether to use ECS, Jobs, or Burst for a new system - A MonoBehaviour simulation that is hitting CPU performance limits - Questions about `IComponentData`, `SystemBase`, `ISystem`, `IJobParallelFor`, or `BurstCompile` - Deciding on a hybrid approach (MonoBehaviour logic driving entity data via Baking) - Migrating an existing MonoBehaviour-based system toward DOTS - Any mention of entity counts in the thousands or tens of thousands - NativeContainer allocation or disposal questions Do NOT activate for general performance questions not involving entities — those go to `hades:unity-performance`. Do NOT activate for architecture questions about scene or prefab structure — those go to `hades:unity-architect`. ## Project Context Check Before making ECS recommendations, gather context so advice matches the actual project state. 1. **Check for existing ECS usage:** - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "IComponentData", edgeTargetKind: "Class")` — reveals whether ECS components already exist. If they do, advice must be consistent with those patterns. - Call `graph_query(edgeKind