dots-event-driven-ecs

Model one-frame ECS events as request entities, command components, or event buffers.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill dots-event-driven-ecs
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: dots-event-driven-ecs
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/workspace/dots-program/scratch/wave-2-orchestrator-drafts/dots-event-driven-ecs
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill dots-event-driven-ecs

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents hard-to-debug ECS gameplay issues caused by treating one-frame events as unmanaged or persistent state, ensuring events are consumed exactly once and cleared reliably.

Core Features & Use Cases

  • Explicit one-shot event modeling: Choose the correct event shape (request entity, enableable command component, or event buffer) based on lifetime and broadcast needs.
  • Deterministic producer/consumer ownership: Enforce exactly-one consumer semantics (or an explicit broadcast contract) to avoid double-application and missed consumption.
  • Burst-safe, replay-safe anti-pattern guidance: Reject managed-world event patterns (C# events, UnityEvent, static buses) and highlight failure modes like wrong ECB phase ordering and un-destroyed request entities.

Quick Start

Ask the agent to refactor your ECS gameplay flow so every one-frame UI/input/network trigger becomes a request entity, an enableable command component, or an event buffer with a clearly defined single consumer and a guaranteed clearing/destroy step.

Frequently Asked Questions about dots-event-driven-ecs

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I handle one-frame events in Unity DOTS ECS without leaking persistent state?▼

To handle one-frame events in Unity DOTS ECS safely, model them as explicit data using request entities via ECB, enableable command components, or event buffers with deterministic lifetime and late-phase cleanup to prevent persistent state leaks.

What is the best way to model external input and network requests in Unity ECS?▼

The best way to model external input and network requests in Unity ECS is using request entities or enableable command components, ensuring deterministic producer/consumer ownership and exactly-one consumption without structural changes.

Why do my ECS event buffers cause double-application or missed consumption in Burst?▼

ECS event buffers cause double-application or missed consumption in Burst when using managed-world patterns like C# events or static buses, or when ECB phase ordering is wrong and request entities are not destroyed properly.

How do I refactor an ECS gameplay flow to use the command pattern with enableable components?▼

Refactor an ECS gameplay flow by converting every one-frame UI or input trigger into an enableable command component or request entity, defining a clear single consumer and a guaranteed clearing or destroy step to satisfy Entities 1.x requirements.

When should I not use managed event buses for Unity DOTS gameplay triggers?▼

You should not use managed event buses for Unity DOTS gameplay triggers when you need Burst-safe, replay-safe execution, as they bypass deterministic lifetime management, cause dual ownership issues, and prevent reliable clearing and destroy verification.