技能版本 1.0.0

unity-ecs-patterns

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.

价格

免费

  • 安装:免费

在组织开通时一次性收取;再次读取清单或下载不重复收费。

以上为公开标价。你的组织可能有协议价,以控制台显示的价格为准。

如何使用

  1. 为组织安装

    开通即安装:组织固定使用开通时的版本(当前为 1.0.0)。升级到新版本需要取消后重新开通。

  2. 创建凭证

    客户端使用组织凭证读取;绑定到数字人后,数字人使用绑定凭证按需加载。请求中携带:

    Authorization: Bearer $ZGI_MARKET_KEY

  3. 读取清单与安装包

    清单列出版本、文件和校验值;安装包是一个 zip 文件。

    读取清单
    curl "https://market-api.zgi.im/v1/market/skills/unity-ecs-patterns/manifest" \
      -H "Authorization: Bearer $ZGI_MARKET_KEY"
    下载安装包
    curl "https://market-api.zgi.im/v1/market/skills/unity-ecs-patterns/package" \
      -H "Authorization: Bearer $ZGI_MARKET_KEY" \
      -o unity-ecs-patterns.zip

    读取清单和下载安装包不计入用量。下载后请用响应头中的 SHA-256 校验文件。

技能说明

名称
unity-ecs-patterns
说明
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.
仅指令

技能包内没有脚本文件:这个技能是供模型阅读的文本。

SKILL.md 节选

# 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
```

## Patterns

### Pattern 1: Basic ECS Setup

```csharp
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Burst;
using Unity.Collections;

// Component: Pure data, no methods
public struct Speed : IComponentData
{
    public float Value;
}

public struct Health : IComponentData
{
    public float Current;
    public float Max;
}

public struct Target : IComponentData
{
    public Entity Value;
}

// Tag component (zero-size marker)
public struct EnemyTag : IComponentData { }
public struct PlayerTag : IComponentData { }

// Buffer component (variable-size array)
[InternalBufferCapacity(8)]
public struct InventoryItem : IBufferElementData
{
    public int ItemId;
    public int Quantity;
}

// Shared component (grouped entities)
public struct TeamId : ISharedComponentData
{
    public int Value;
}
```

### Pattern 2: Systems with ISystem (Recommended)

```csharp
using Unity.Entities;
using Unity.Transforms;
using Unity.Mathematics;
using Unity.Burst;

// ISystem: Unmanaged, Burst-compatible, highest performance
[BurstCompile]
public partial struct MovementSystem : ISystem
{
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    {
        // Require components before system runs
        state.RequireForUpdate<Speed>();
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        float deltaTime = SystemAPI.Time.DeltaTime;

        // Simple foreach - auto-generates job
        foreach (var (transform, speed) in
            SystemAPI.Query<RefRW<LocalTransform>, RefRO<Speed>>())
        {
            transform.ValueRW.Position +=
                new float3(0, 0, speed.ValueRO.Value * deltaTime);
        }
    }

    [BurstCompile]
    public void OnDestroy(ref SystemState state) { }
}

// With explicit job for more control
[BurstCompile]
public partial struct MovementJobSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        var job = new MoveJob
        {
            DeltaTime = SystemAPI.Time.DeltaTime
        };

        state.Dependency = job.ScheduleParallel(state.Dependency);
    }
}

[BurstCompile]
public partial struct MoveJob : IJobEntity
{
    public float DeltaTime;

    void Execute(ref LocalTransform transform, in Speed speed)
    {
        transform.Position += new float3(0, 0, speed.Value * DeltaTime);
    }
}
```

### Pattern 3: Entity Queries

```csharp
[BurstCompile]
public partial struct QueryExamplesSystem : ISystem
{
    private EntityQuery _enemyQuery;

    public void OnCreate(ref SystemState state)
    {
        // Build query manually for complex cases
        _enemyQuery = new EntityQueryBuilder(Allocator.Temp)
            .WithAll<EnemyTag, Health, LocalTransform>()
            .WithNone<Dead>()
            .WithOptions(EntityQueryOptions.FilterWriteGroup)
            .Build(ref state);
    }

    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        // SystemAPI.Query - simplest approach
        foreach (var (health, entity) in

SKILL.md 不止这些内容,安装后可阅读全文。

技能包内容

共 1 个文件,合计 16.1 KiB

  • SKILL.md16.1 KiB

来源与审核

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