unity-ecslisted
Install: claude install-skill TheArcForge/Hades
# 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