entity-query-patterns-requireforupdate-gating

Gate Unity DOTS systems with state.RequireForUpdate calls in OnCreate.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents first-frame crashes and wasted work in Unity DOTS by ensuring systems only update when their required singletons, feature-flag tags, or prerequisite entity queries are present.

Core Features & Use Cases

  • Senior RequireForUpdate gating: Enforces that every ISystem/SystemBase declares prerequisites in OnCreate so OnUpdate is skipped when the world is not ready.
  • AND semantics across multiple gates: Combines multiple RequireForUpdate calls so the system runs only when all declared conditions are satisfied.
  • Correct query-based prerequisites: Uses state.RequireForUpdate(query) when the requirement is “at least one entity matching complex conditions,” not merely “a singleton exists.”
  • Empty tag feature-flag pattern: Gates feature systems on baked empty component tags derived from authoring toggles, generalizing ExecuteXxx-style patterns.

Quick Start

Use this skill when authoring a new DOTS system so you add state.RequireForUpdate<T>() or state.RequireForUpdate(query) in OnCreate, then verify that toggling feature flags makes the gated systems appear or disappear.

Frequently Asked Questions about entity-query-patterns-requireforupdate-gating

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

FAQPage Schema
How do I prevent Unity DOTS systems from crashing on the first frame when singletons are missing?▼

Prevent Unity DOTS first-frame crashes by declaring state.RequireForUpdate<T>() in OnCreate to gate systems, ensuring OnUpdate is skipped until required singletons or feature-flag tags exist in the world.

What is the difference between RequireForUpdate and runtime early-returns in ECS?▼

RequireForUpdate gating moves prerequisite checks to OnCreate using state.RequireForUpdate<T>() or state.RequireForUpdate(query), preventing scheduler overhead by skipping OnUpdate entirely, unlike runtime early-returns which still execute the system.

How do I gate Unity DOTS systems on multiple conditions using RequireForUpdate?▼

Gate Unity DOTS systems on multiple conditions by calling state.RequireForUpdate<T>() multiple times in OnCreate, which applies AND semantics so the system only runs when all declared gates are satisfied.

When should I use RequireForUpdate with an entity query instead of a singleton type?▼

Use state.RequireForUpdate(query) when the prerequisite is at least one entity matching complex conditions, rather than state.RequireForUpdate<T>() which only checks if a singleton component exists.

Can I use RequireForUpdate gating for feature flags in Unity DOTS subscene baking?▼

Yes, you can gate feature systems in Unity DOTS subscene baking by using RequireForUpdate to check for baked empty component tags derived from authoring toggles, generalizing ExecuteXxx-style patterns.

Why is my Unity DOTS system running before the subscene baking is complete?▼

Unity DOTS systems run before baking completes when missing prerequisites are not gated using state.RequireForUpdate<T>() in OnCreate, causing first-frame race conditions when required entities or tags are absent.