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Skill · 已公开版本

unity-ecs-patterns · Unity ECS 与 DOTS 高性能模式

提供 Unity DOTS 下 ECS、Job System 与 Burst 编译器的生产模式,用于数据导向游戏、海量实体管理与 CPU 逻辑优化。

先看看示例

作者提供的示例,实际效果取决于你的输入和使用工具。

输入

把逐对象更新的敌人 AI 逻辑改写为 ISystem 加 Burst 编译,并用实体命令缓冲批量处理结构变更。

输出

预期交付:ECS 组件与系统设计建议、Jobs 与 Burst 优化模式及最佳实践清单。(编辑说明,非实际运行结果)

方法说明

---
name: unity-ecs-patterns
description: Master Unity ECS (Entity Component System) with DOTS, Jobs, and Burst for high-performance game development. Use when building data-oriented games, optimizing performance, or working with large entity counts.
---

# Unity ECS Patterns

Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.

## When to Use This Skill

- Building high-performance Unity games
- Managing thousands of entities efficiently
- Implementing data-oriented game systems
- Optimizing CPU-bound game logic
- Converting OOP game code to ECS
- Using Jobs and Burst for parallelization

## Core Concepts

### 1. ECS vs OOP

| Aspect      | Traditional OOP   | ECS/DOTS        |
| ----------- | ----------------- | --------------- |
| Data layout | Object-oriented   | Data-oriented   |
| Memory      | Scattered         | Contiguous      |
| Processing  | Per-object        | Batched         |
| Scaling     | Poor with count   | Linear scaling  |
| Best for    | Complex behaviors | Mass simulation |

### 2. DOTS Components

```
Entity: Lightweight ID (no data)
Component: Pure data (no behavior)
System: Logic that processes components
World: Container for entities
Archetype: Unique combination of components
Chunk: Memory block for same-archetype entities
```

## Detailed patterns and worked examples

Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.

## Best Practices

### Do's

- **Use ISystem over SystemBase** - Better performance
- **Burst compile everything** - Massive speedup
- **Batch structural changes** - Use ECB
- **Profile with Profiler** - Identify bottlenecks
- **Use Aspects** - Clean component grouping

### Don'ts

- **Don't use managed types** - Breaks Burst
- **Don't structural change in jobs** - Use ECB
- **Don't over-architect** - Start simple
- **Don't ignore chunk utilization** - Group similar entities
- **Don't forget disposal** - Native collections leak