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game-developmentlisted

Unity or Unreal game development tasks — implementing Unity DOTS/ECS for high entity counts, designing game loops, architecting multiplayer with client-side prediction and server reconciliation, optim
Claudient/Claudient · ★ 4 · AI & Automation · score 65
Install: claude install-skill Claudient/Claudient
# Game Development ## When to activate Unity or Unreal game development tasks — implementing Unity DOTS/ECS for high entity counts, designing game loops, architecting multiplayer with client-side prediction and server reconciliation, optimizing frame budgets to hit 60fps, profiling with Unity Profiler, loading assets asynchronously with Addressables, or designing Burst-compiled parallel jobs for physics and movement systems. ## When NOT to use Web-based games using Phaser or Three.js (JavaScript game engines — different skill set). Simple 2D prototypes in Godot where DOTS/ECS is overkill. Data visualization or simulations that borrow game-loop concepts but are not interactive games. Mobile app animations that use Unity as a rendering engine without gameplay logic. ## Instructions ### MonoBehaviour vs ECS Trade-off Use MonoBehaviour for: - Prototyping and UI (direct Unity editor integration, rapid iteration) - Features with <100 entities (scene managers, player controllers, UI controllers) - Third-party SDK integration that assumes MonoBehaviour lifecycle Use ECS for: - 1,000+ entities that share the same behavior (bullets, enemies, particles, projectiles) - Physics simulation with predictable performance - Scenarios where GC allocations cause frame spikes Do not mix architectures carelessly — use a thin MonoBehaviour bridge to pass input to ECS systems and read ECS state for UI rendering. ### Unity DOTS ECS Architecture ```csharp // Component — pure data, no logic, 4