ecb-multiplayback

Replay persistent Unity DOTS EntityCommandBuffer sequences across repeated subscene loads.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill ecb-multiplayback
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ecb-multiplayback
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/ecb-multiplayback
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill ecb-multiplayback

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Create a reusable Unity DOTS EntityCommandBuffer (ECB) that can be safely played back multiple times, avoiding failures that happen when you try to reuse a SinglePlayback ECB in streaming or repeated-load scenarios.

Core Features & Use Cases

  • Reusable MultiPlayback ECB: Build an ECB using PlaybackPolicy.MultiPlayback so the same command sequence can be replayed on demand.
  • Persistent Lifetime Management: Use Allocator.Persistent for the ECB so it remains valid across multiple subscene loads and does not get freed too early.
  • Component-Scoped Command Storage: Store the ECB in a component (e.g., an IComponentData field) and call Playback each time a subscene section loads, then Dispose when the owning entity is destroyed.
  • Streaming/Repeated Load Use Case: Ideal for systems where an entity creation script must run every time a subscene loads (e.g., streaming tiles/sections that reload repeatedly).

Quick Start

Tell the assistant to generate an IComponentData that stores a Persistent MultiPlayback EntityCommandBuffer, call Playback on each subscene load, and Dispose the ECB when the owning entity is destroyed.

Frequently Asked Questions about ecb-multiplayback

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

FAQPage Schema
Why does my Unity DOTS EntityCommandBuffer fail when replaying subscene loads?▼

Using a SinglePlayback EntityCommandBuffer fails on replay because it is invalidated after one invocation. You must use PlaybackPolicy.MultiPlayback to safely replay entity-creation command sequences across repeated subscene loads.

How do I reuse an EntityCommandBuffer for multiple subscene section loads in Unity DOTS?▼

To reuse an EntityCommandBuffer, create it with PlaybackPolicy.MultiPlayback and Allocator.Persistent, store it in an IComponentData field, and call Playback each time the subscene section loads.

What memory allocator is needed for a reusable EntityCommandBuffer in streaming scenarios?▼

A reusable EntityCommandBuffer in streaming scenarios requires Allocator.Persistent. This keeps the ECB valid across multiple subscene loads and prevents early memory deallocation.

How do I prevent memory leaks when using a MultiPlayback EntityCommandBuffer?▼

To prevent memory leaks with a MultiPlayback EntityCommandBuffer, you must explicitly call Dispose on the ECB when the owning entity is destroyed, as the persistent allocation is not garbage collected automatically.

Can I store a MultiPlayback EntityCommandBuffer inside an IComponentData component?▼

Yes, you can store a MultiPlayback EntityCommandBuffer in an IComponentData field. This component-scoped command storage allows the owning entity to invoke Playback during each subscene load lifecycle.

When should I use a MultiPlayback EntityCommandBuffer instead of creating a new one?▼

Use a MultiPlayback EntityCommandBuffer instead of creating new ones when an entity creation script must run every time a streaming tile or subscene reloads, avoiding the overhead of rebuilding command sequences.