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626
plugins/game-development/skills/unity-ecs-patterns/SKILL.md
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626
plugins/game-development/skills/unity-ecs-patterns/SKILL.md
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---
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name: unity-ecs-patterns
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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.
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---
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# Unity ECS Patterns
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Production patterns for Unity's Data-Oriented Technology Stack (DOTS) including Entity Component System, Job System, and Burst Compiler.
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## When to Use This Skill
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- Building high-performance Unity games
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- Managing thousands of entities efficiently
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- Implementing data-oriented game systems
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- Optimizing CPU-bound game logic
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- Converting OOP game code to ECS
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- Using Jobs and Burst for parallelization
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## Core Concepts
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### 1. ECS vs OOP
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| Aspect | Traditional OOP | ECS/DOTS |
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|--------|-----------------|----------|
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| Data layout | Object-oriented | Data-oriented |
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| Memory | Scattered | Contiguous |
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| Processing | Per-object | Batched |
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| Scaling | Poor with count | Linear scaling |
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| Best for | Complex behaviors | Mass simulation |
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### 2. DOTS Components
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```
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Entity: Lightweight ID (no data)
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Component: Pure data (no behavior)
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System: Logic that processes components
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World: Container for entities
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Archetype: Unique combination of components
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Chunk: Memory block for same-archetype entities
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```
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## Patterns
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### Pattern 1: Basic ECS Setup
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```csharp
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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using Unity.Burst;
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using Unity.Collections;
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// Component: Pure data, no methods
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public struct Speed : IComponentData
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{
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public float Value;
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}
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public struct Health : IComponentData
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{
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public float Current;
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public float Max;
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}
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public struct Target : IComponentData
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{
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public Entity Value;
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}
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// Tag component (zero-size marker)
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public struct EnemyTag : IComponentData { }
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public struct PlayerTag : IComponentData { }
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// Buffer component (variable-size array)
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[InternalBufferCapacity(8)]
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public struct InventoryItem : IBufferElementData
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{
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public int ItemId;
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public int Quantity;
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}
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// Shared component (grouped entities)
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public struct TeamId : ISharedComponentData
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{
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public int Value;
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}
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```
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### Pattern 2: Systems with ISystem (Recommended)
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```csharp
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using Unity.Entities;
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using Unity.Transforms;
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using Unity.Mathematics;
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using Unity.Burst;
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// ISystem: Unmanaged, Burst-compatible, highest performance
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[BurstCompile]
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public partial struct MovementSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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// Require components before system runs
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state.RequireForUpdate<Speed>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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float deltaTime = SystemAPI.Time.DeltaTime;
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// Simple foreach - auto-generates job
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foreach (var (transform, speed) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
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{
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transform.ValueRW.Position +=
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new float3(0, 0, speed.ValueRO.Value * deltaTime);
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}
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}
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[BurstCompile]
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public void OnDestroy(ref SystemState state) { }
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}
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// With explicit job for more control
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[BurstCompile]
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public partial struct MovementJobSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var job = new MoveJob
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{
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DeltaTime = SystemAPI.Time.DeltaTime
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};
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state.Dependency = job.ScheduleParallel(state.Dependency);
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}
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}
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[BurstCompile]
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public partial struct MoveJob : IJobEntity
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{
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public float DeltaTime;
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void Execute(ref LocalTransform transform, in Speed speed)
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{
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transform.Position += new float3(0, 0, speed.Value * DeltaTime);
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}
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}
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```
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### Pattern 3: Entity Queries
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```csharp
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[BurstCompile]
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public partial struct QueryExamplesSystem : ISystem
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{
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private EntityQuery _enemyQuery;
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public void OnCreate(ref SystemState state)
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{
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// Build query manually for complex cases
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_enemyQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<EnemyTag, Health, LocalTransform>()
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.WithNone<Dead>()
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.WithOptions(EntityQueryOptions.FilterWriteGroup)
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.Build(ref state);
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// SystemAPI.Query - simplest approach
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foreach (var (health, entity) in
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SystemAPI.Query<RefRW<Health>>()
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.WithAll<EnemyTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0)
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{
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// Mark for destruction
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SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
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.CreateCommandBuffer(state.WorldUnmanaged)
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.DestroyEntity(entity);
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}
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}
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// Get count
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int enemyCount = _enemyQuery.CalculateEntityCount();
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// Get all entities
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var enemies = _enemyQuery.ToEntityArray(Allocator.Temp);
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// Get component arrays
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var healths = _enemyQuery.ToComponentDataArray<Health>(Allocator.Temp);
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}
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}
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```
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### Pattern 4: Entity Command Buffers (Structural Changes)
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```csharp
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// Structural changes (create/destroy/add/remove) require command buffers
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[BurstCompile]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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public partial struct SpawnSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var ecbSingleton = SystemAPI.GetSingleton<BeginSimulationEntityCommandBufferSystem.Singleton>();
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var ecb = ecbSingleton.CreateCommandBuffer(state.WorldUnmanaged);
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foreach (var (spawner, transform) in
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SystemAPI.Query<RefRW<Spawner>, RefRO<LocalTransform>>())
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{
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spawner.ValueRW.Timer -= SystemAPI.Time.DeltaTime;
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if (spawner.ValueRO.Timer <= 0)
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{
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spawner.ValueRW.Timer = spawner.ValueRO.Interval;
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// Create entity (deferred until sync point)
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Entity newEntity = ecb.Instantiate(spawner.ValueRO.Prefab);
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// Set component values
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ecb.SetComponent(newEntity, new LocalTransform
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{
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Position = transform.ValueRO.Position,
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Rotation = quaternion.identity,
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Scale = 1f
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});
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// Add component
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ecb.AddComponent(newEntity, new Speed { Value = 5f });
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}
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}
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}
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}
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// Parallel ECB usage
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[BurstCompile]
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public partial struct ParallelSpawnJob : IJobEntity
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{
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public EntityCommandBuffer.ParallelWriter ECB;
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void Execute([EntityIndexInQuery] int index, in Spawner spawner)
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{
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Entity e = ECB.Instantiate(index, spawner.Prefab);
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ECB.AddComponent(index, e, new Speed { Value = 5f });
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}
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}
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```
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### Pattern 5: Aspect (Grouping Components)
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```csharp
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using Unity.Entities;
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using Unity.Transforms;
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using Unity.Mathematics;
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// Aspect: Groups related components for cleaner code
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public readonly partial struct CharacterAspect : IAspect
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{
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public readonly Entity Entity;
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private readonly RefRW<LocalTransform> _transform;
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private readonly RefRO<Speed> _speed;
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private readonly RefRW<Health> _health;
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// Optional component
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[Optional]
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private readonly RefRO<Shield> _shield;
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// Buffer
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private readonly DynamicBuffer<InventoryItem> _inventory;
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public float3 Position
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{
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get => _transform.ValueRO.Position;
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set => _transform.ValueRW.Position = value;
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}
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public float CurrentHealth => _health.ValueRO.Current;
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public float MaxHealth => _health.ValueRO.Max;
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public float MoveSpeed => _speed.ValueRO.Value;
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public bool HasShield => _shield.IsValid;
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public float ShieldAmount => HasShield ? _shield.ValueRO.Amount : 0f;
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public void TakeDamage(float amount)
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{
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float remaining = amount;
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if (HasShield && _shield.ValueRO.Amount > 0)
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{
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// Shield absorbs damage first
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remaining = math.max(0, amount - _shield.ValueRO.Amount);
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}
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_health.ValueRW.Current = math.max(0, _health.ValueRO.Current - remaining);
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}
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public void Move(float3 direction, float deltaTime)
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{
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_transform.ValueRW.Position += direction * _speed.ValueRO.Value * deltaTime;
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}
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public void AddItem(int itemId, int quantity)
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{
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_inventory.Add(new InventoryItem { ItemId = itemId, Quantity = quantity });
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}
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}
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// Using aspect in system
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[BurstCompile]
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public partial struct CharacterSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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float dt = SystemAPI.Time.DeltaTime;
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foreach (var character in SystemAPI.Query<CharacterAspect>())
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{
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character.Move(new float3(1, 0, 0), dt);
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if (character.CurrentHealth < character.MaxHealth * 0.5f)
|
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{
|
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// Low health logic
|
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}
|
||||
}
|
||||
}
|
||||
}
|
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```
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### Pattern 6: Singleton Components
|
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```csharp
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// Singleton: Exactly one entity with this component
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public struct GameConfig : IComponentData
|
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{
|
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public float DifficultyMultiplier;
|
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public int MaxEnemies;
|
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public float SpawnRate;
|
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}
|
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||||
public struct GameState : IComponentData
|
||||
{
|
||||
public int Score;
|
||||
public int Wave;
|
||||
public float TimeRemaining;
|
||||
}
|
||||
|
||||
// Create singleton on world creation
|
||||
public partial struct GameInitSystem : ISystem
|
||||
{
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
var entity = state.EntityManager.CreateEntity();
|
||||
state.EntityManager.AddComponentData(entity, new GameConfig
|
||||
{
|
||||
DifficultyMultiplier = 1.0f,
|
||||
MaxEnemies = 100,
|
||||
SpawnRate = 2.0f
|
||||
});
|
||||
state.EntityManager.AddComponentData(entity, new GameState
|
||||
{
|
||||
Score = 0,
|
||||
Wave = 1,
|
||||
TimeRemaining = 120f
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Access singleton in system
|
||||
[BurstCompile]
|
||||
public partial struct ScoreSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
// Read singleton
|
||||
var config = SystemAPI.GetSingleton<GameConfig>();
|
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|
||||
// Write singleton
|
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ref var gameState = ref SystemAPI.GetSingletonRW<GameState>().ValueRW;
|
||||
gameState.TimeRemaining -= SystemAPI.Time.DeltaTime;
|
||||
|
||||
// Check exists
|
||||
if (SystemAPI.HasSingleton<GameConfig>())
|
||||
{
|
||||
// ...
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern 7: Baking (Converting GameObjects)
|
||||
|
||||
```csharp
|
||||
using Unity.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
// Authoring component (MonoBehaviour in Editor)
|
||||
public class EnemyAuthoring : MonoBehaviour
|
||||
{
|
||||
public float Speed = 5f;
|
||||
public float Health = 100f;
|
||||
public GameObject ProjectilePrefab;
|
||||
|
||||
class Baker : Baker<EnemyAuthoring>
|
||||
{
|
||||
public override void Bake(EnemyAuthoring authoring)
|
||||
{
|
||||
var entity = GetEntity(TransformUsageFlags.Dynamic);
|
||||
|
||||
AddComponent(entity, new Speed { Value = authoring.Speed });
|
||||
AddComponent(entity, new Health
|
||||
{
|
||||
Current = authoring.Health,
|
||||
Max = authoring.Health
|
||||
});
|
||||
AddComponent(entity, new EnemyTag());
|
||||
|
||||
if (authoring.ProjectilePrefab != null)
|
||||
{
|
||||
AddComponent(entity, new ProjectilePrefab
|
||||
{
|
||||
Value = GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Complex baking with dependencies
|
||||
public class SpawnerAuthoring : MonoBehaviour
|
||||
{
|
||||
public GameObject[] Prefabs;
|
||||
public float Interval = 1f;
|
||||
|
||||
class Baker : Baker<SpawnerAuthoring>
|
||||
{
|
||||
public override void Bake(SpawnerAuthoring authoring)
|
||||
{
|
||||
var entity = GetEntity(TransformUsageFlags.Dynamic);
|
||||
|
||||
AddComponent(entity, new Spawner
|
||||
{
|
||||
Interval = authoring.Interval,
|
||||
Timer = 0f
|
||||
});
|
||||
|
||||
// Bake buffer of prefabs
|
||||
var buffer = AddBuffer<SpawnPrefabElement>(entity);
|
||||
foreach (var prefab in authoring.Prefabs)
|
||||
{
|
||||
buffer.Add(new SpawnPrefabElement
|
||||
{
|
||||
Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic)
|
||||
});
|
||||
}
|
||||
|
||||
// Declare dependencies
|
||||
DependsOn(authoring.Prefabs);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern 8: Jobs with Native Collections
|
||||
|
||||
```csharp
|
||||
using Unity.Jobs;
|
||||
using Unity.Collections;
|
||||
using Unity.Burst;
|
||||
using Unity.Mathematics;
|
||||
|
||||
[BurstCompile]
|
||||
public struct SpatialHashJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly]
|
||||
public NativeArray<float3> Positions;
|
||||
|
||||
// Thread-safe write to hash map
|
||||
public NativeParallelMultiHashMap<int, int>.ParallelWriter HashMap;
|
||||
|
||||
public float CellSize;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
float3 pos = Positions[index];
|
||||
int hash = GetHash(pos);
|
||||
HashMap.Add(hash, index);
|
||||
}
|
||||
|
||||
int GetHash(float3 pos)
|
||||
{
|
||||
int x = (int)math.floor(pos.x / CellSize);
|
||||
int y = (int)math.floor(pos.y / CellSize);
|
||||
int z = (int)math.floor(pos.z / CellSize);
|
||||
return x * 73856093 ^ y * 19349663 ^ z * 83492791;
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public partial struct SpatialHashSystem : ISystem
|
||||
{
|
||||
private NativeParallelMultiHashMap<int, int> _hashMap;
|
||||
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
_hashMap = new NativeParallelMultiHashMap<int, int>(10000, Allocator.Persistent);
|
||||
}
|
||||
|
||||
public void OnDestroy(ref SystemState state)
|
||||
{
|
||||
_hashMap.Dispose();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var query = SystemAPI.QueryBuilder()
|
||||
.WithAll<LocalTransform>()
|
||||
.Build();
|
||||
|
||||
int count = query.CalculateEntityCount();
|
||||
|
||||
// Resize if needed
|
||||
if (_hashMap.Capacity < count)
|
||||
{
|
||||
_hashMap.Capacity = count * 2;
|
||||
}
|
||||
|
||||
_hashMap.Clear();
|
||||
|
||||
// Get positions
|
||||
var positions = query.ToComponentDataArray<LocalTransform>(Allocator.TempJob);
|
||||
var posFloat3 = new NativeArray<float3>(count, Allocator.TempJob);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
posFloat3[i] = positions[i].Position;
|
||||
}
|
||||
|
||||
// Build hash map
|
||||
var hashJob = new SpatialHashJob
|
||||
{
|
||||
Positions = posFloat3,
|
||||
HashMap = _hashMap.AsParallelWriter(),
|
||||
CellSize = 10f
|
||||
};
|
||||
|
||||
state.Dependency = hashJob.Schedule(count, 64, state.Dependency);
|
||||
|
||||
// Cleanup
|
||||
positions.Dispose(state.Dependency);
|
||||
posFloat3.Dispose(state.Dependency);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Performance Tips
|
||||
|
||||
```csharp
|
||||
// 1. Use Burst everywhere
|
||||
[BurstCompile]
|
||||
public partial struct MySystem : ISystem { }
|
||||
|
||||
// 2. Prefer IJobEntity over manual iteration
|
||||
[BurstCompile]
|
||||
partial struct OptimizedJob : IJobEntity
|
||||
{
|
||||
void Execute(ref LocalTransform transform) { }
|
||||
}
|
||||
|
||||
// 3. Schedule parallel when possible
|
||||
state.Dependency = job.ScheduleParallel(state.Dependency);
|
||||
|
||||
// 4. Use ScheduleParallel with chunk iteration
|
||||
[BurstCompile]
|
||||
partial struct ChunkJob : IJobChunk
|
||||
{
|
||||
public ComponentTypeHandle<Health> HealthHandle;
|
||||
|
||||
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex,
|
||||
bool useEnabledMask, in v128 chunkEnabledMask)
|
||||
{
|
||||
var healths = chunk.GetNativeArray(ref HealthHandle);
|
||||
for (int i = 0; i < chunk.Count; i++)
|
||||
{
|
||||
// Process
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Avoid structural changes in hot paths
|
||||
// Use enableable components instead of add/remove
|
||||
public struct Disabled : IComponentData, IEnableableComponent { }
|
||||
```
|
||||
|
||||
## 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
|
||||
|
||||
## Resources
|
||||
|
||||
- [Unity DOTS Documentation](https://docs.unity3d.com/Packages/com.unity.entities@latest)
|
||||
- [Unity DOTS Samples](https://github.com/Unity-Technologies/EntityComponentSystemSamples)
|
||||
- [Burst User Guide](https://docs.unity3d.com/Packages/com.unity.burst@latest)
|
||||
Reference in New Issue
Block a user