[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KG4EX1V6KGGZKBAJS962C0":3,"skill-same:01M6KG4EX1V6KGGZKBAJS962C0":64},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":34,"linkOnly":35,"markdownContent":36,"markdownBody":37,"frontMatter":38,"refName":43,"commitSha":44,"skillDirectory":45,"forksCount":46,"repositoryHtmlUrl":47,"repositoryHomepageUrl":6,"ownerHtmlUrl":48,"ownerBlogUrl":6,"ownerDescription":49,"updatedAt":50,"install":51,"resources":63},"01M6KG4EX1V6KGGZKBAJS962C0","ecb-multiplayback",null,"Create a reusable ECB with PlaybackPolicy.MultiPlayback that can be played back multiple times — for streaming scenarios where the same entity creation sequence must execute on every subscene load.","dyCuong03\u002Funity-agent-team","dyCuong03","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F137050365?v=4","01M6KFXC85HQHXZJC2VC1KY6EZ","CuongND","01M6KFXCCHP6CD5MTA8NECJC36",8,"MIT","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-dots\u002Fecb-multiplayback\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33],"ecb","ecb multiplayback","create","streaming","execute","reusable","back","creation","with","true","can","load","entity","for","sequence","2026-11-10 10:12:30",false,"﻿---\nname: ecb-multiplayback\ndescription: Create a reusable ECB with PlaybackPolicy.MultiPlayback that can be played back multiple times — for streaming scenarios where the same entity creation sequence must execute on every subscene load.\ntags: [ecb]\nmetadata:\n  internal-only: true\n  tier: 3\n---\n\n# ECB MultiPlayback — Reusable Command Buffers\n\n## Intent\nCreate a reusable ECB with PlaybackPolicy.MultiPlayback that can be played back multiple times — for streaming scenarios where the same entity creation sequence must execute on every subscene load.\n\n## Use When\nSubscene streaming systems that must replay a fixed set of entity creation commands each time a section loads. Any pattern where an ECB is serialised into a component and replayed on demand.\n\n## Avoid When\nThe ECB is only played back once — SinglePlayback (the default) is sufficient and cheaper. Avoid Allocator.Temp or TempJob for MultiPlayback ECBs — they must use Allocator.Persistent.\n\n## Senior Pattern\n- `new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback)` — persistent lifetime, multi-replay safe.\n- Store the ECB in a component field (e.g., `struct PostLoadCommandBuffer : IComponentData { public EntityCommandBuffer CommandBuffer; }`).\n- Call `ecb.Playback(entityManager)` on each subscene load event.\n- Dispose the ECB explicitly when the owning entity is destroyed (OnDestroy hook or cleanup system).\n\n## Code Template\n```csharp\npublic struct SectionPostLoadCommands : IComponentData\n{\n    public EntityCommandBuffer CommandBuffer;\n}\n\n\u002F\u002F At bake time or init: create the reusable ECB\nvar ecb = new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback);\nvar setupEntity = ecb.CreateEntity();\necb.AddComponent(setupEntity, new SectionConfig { TileOffset = offset });\nstate.EntityManager.AddComponentData(sectionEntity,\n    new SectionPostLoadCommands { CommandBuffer = ecb });\n\n\u002F\u002F On each section load:\nvar commands = SystemAPI.GetComponent\u003CSectionPostLoadCommands>(sectionEntity);\ncommands.CommandBuffer.Playback(state.EntityManager);\n\n\u002F\u002F On section unload \u002F entity destroy:\ncommands.CommandBuffer.Dispose();\n```\n\n## Anti-Patterns\n- Using PlaybackPolicy.SinglePlayback (default) and calling Playback twice — second call throws a safety exception.\n- Using Allocator.Temp or TempJob with MultiPlayback — the ECB is freed before the second playback.\n- Forgetting to Dispose a Persistent ECB — memory leak that persists until world destruction.\n- Using MultiPlayback for a single-use ECB — unnecessary overhead and complexity.\n\n## Runtime Risks\n- SinglePlayback called twice: InvalidOperationException on second Playback.\n- Missing Dispose on Persistent ECB: memory leak.\n\n## Performance Notes\nAllocator.Persistent is heap-allocated — higher overhead than Temp. Use only when the multi-replay semantics are genuinely required. For the streaming use case, the cost is negligible (one ECB per subscene section).\n\n## Architecture Guidance\nMultiPlayback ECB = a reusable command script. Treat it as a data asset stored in a component, not as an ephemeral command buffer. Scope its lifetime explicitly to the subscene section or the system that owns it.\n\n## Related Skills\n[[entity-command-buffer]]\n","# ECB MultiPlayback — Reusable Command Buffers\n\n## Intent\nCreate a reusable ECB with PlaybackPolicy.MultiPlayback that can be played back multiple times — for streaming scenarios where the same entity creation sequence must execute on every subscene load.\n\n## Use When\nSubscene streaming systems that must replay a fixed set of entity creation commands each time a section loads. Any pattern where an ECB is serialised into a component and replayed on demand.\n\n## Avoid When\nThe ECB is only played back once — SinglePlayback (the default) is sufficient and cheaper. Avoid Allocator.Temp or TempJob for MultiPlayback ECBs — they must use Allocator.Persistent.\n\n## Senior Pattern\n- `new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback)` — persistent lifetime, multi-replay safe.\n- Store the ECB in a component field (e.g., `struct PostLoadCommandBuffer : IComponentData { public EntityCommandBuffer CommandBuffer; }`).\n- Call `ecb.Playback(entityManager)` on each subscene load event.\n- Dispose the ECB explicitly when the owning entity is destroyed (OnDestroy hook or cleanup system).\n\n## Code Template\n```csharp\npublic struct SectionPostLoadCommands : IComponentData\n{\n    public EntityCommandBuffer CommandBuffer;\n}\n\n\u002F\u002F At bake time or init: create the reusable ECB\nvar ecb = new EntityCommandBuffer(Allocator.Persistent, PlaybackPolicy.MultiPlayback);\nvar setupEntity = ecb.CreateEntity();\necb.AddComponent(setupEntity, new SectionConfig { TileOffset = offset });\nstate.EntityManager.AddComponentData(sectionEntity,\n    new SectionPostLoadCommands { CommandBuffer = ecb });\n\n\u002F\u002F On each section load:\nvar commands = SystemAPI.GetComponent\u003CSectionPostLoadCommands>(sectionEntity);\ncommands.CommandBuffer.Playback(state.EntityManager);\n\n\u002F\u002F On section unload \u002F entity destroy:\ncommands.CommandBuffer.Dispose();\n```\n\n## Anti-Patterns\n- Using PlaybackPolicy.SinglePlayback (default) and calling Playback twice — second call throws a safety exception.\n- Using Allocator.Temp or TempJob with MultiPlayback — the ECB is freed before the second playback.\n- Forgetting to Dispose a Persistent ECB — memory leak that persists until world destruction.\n- Using MultiPlayback for a single-use ECB — unnecessary overhead and complexity.\n\n## Runtime Risks\n- SinglePlayback called twice: InvalidOperationException on second Playback.\n- Missing Dispose on Persistent ECB: memory leak.\n\n## Performance Notes\nAllocator.Persistent is heap-allocated — higher overhead than Temp. Use only when the multi-replay semantics are genuinely required. For the streaming use case, the cost is negligible (one ECB per subscene section).\n\n## Architecture Guidance\nMultiPlayback ECB = a reusable command script. Treat it as a data asset stored in a component, not as an ephemeral command buffer. Scope its lifetime explicitly to the subscene section or the system that owns it.\n\n## Related Skills\n[[entity-command-buffer]]\n",{"name":5,"tags":39,"metadata":40,"description":7},[19],{"tier":41,"internal-only":42},3,true,"main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2",".claude\u002Fskills\u002Funity-dots\u002Fecb-multiplayback",0,"https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team","https:\u002F\u002Fgithub.com\u002FdyCuong03","Game developer","2026-07-25 22:22:25",{"source":8,"skillName":5,"commands":52,"prompt":62,"zipAvailable":42},[53,56,59],{"tool":54,"command":55},"npx","npx skills add dyCuong03\u002Funity-agent-team --skill ecb-multiplayback",{"tool":57,"command":58},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill ecb-multiplayback",{"tool":60,"command":61},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill ecb-multiplayback","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-dots\u002Fecb-multiplayback\u002FSKILL.md",[],[65,90,113,137,156,177],{"skillNo":66,"name":67,"nameZh":6,"description":68,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":69,"categories":70,"keywords":71,"publishedAt":34},"01M6KH55FFS00ET877QSMRYGX4","dots-update-groups","How to choose the right ECS system group and ordering so per-frame and per-fixed-step work is deterministic and never races its own readers. Covers InitializationSystemGroup \u002F SimulationSystemGroup \u002F PresentationSystemGroup \u002F FixedStepSimulationSystemGroup \u002F VariableRateSimulationSystemGroup, UpdateBefore \u002F UpdateAfter peer ordering, OrderFirst \u002F OrderLast group-boundary placement, RateManager, and the cross-group ordering trap. Use when adding an ISystem, fixing \"value visible one frame late\" bugs, or coupling simulation to a fixed timestep.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-update-groups\u002FSKILL.md",[],[72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89],"update","dots update groups","boundary","simulation","how","system","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","frame","value",{"skillNo":91,"name":92,"nameZh":6,"description":93,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":94,"categories":95,"keywords":96,"publishedAt":34},"01M6KH50PWYEFQDCGYBZ0326F1","dots-transform-patterns","The Entities 1.x transform model — LocalTransform (writable input) vs LocalToWorld (system-owned matrix), Parent\u002FChild hierarchy, reparenting cost, uniform vs non-uniform scale (PostTransformMatrix), and when to opt out with custom transform systems. Use when designing parent\u002Fchild hierarchies, runtime reparenting (mount\u002Fdismount\u002Fsocket), or choosing transform components at the Baker boundary.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-transform-patterns\u002FSKILL.md",[],[97,98,99,100,74,77,101,102,80,103,104,105,106,27,107,108,109,110,111,112],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","systems","input","matrix","socket","at","child","custom","hierarchy",{"skillNo":114,"name":115,"nameZh":6,"description":116,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":117,"categories":118,"keywords":124,"publishedAt":34},"01M6KH4VW4MA14DQW4KQYPFT0S","dots-singleton-patterns","Model cross-system shared configuration and game state as a single-entity component with a strict single-writer contract. Covers RequireForUpdate gating, SystemAPI.GetSingleton \u002F GetSingletonRW \u002F HasSingleton \u002F TryGetSingleton, bake-time vs runtime-created vs ECB-system singletons, the \"exactly one entity\" runtime invariant, and the single-writer rule. Use when designing frame-stable global config, shared mutable state, or any component intended to exist on exactly one entity.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-singleton-patterns\u002FSKILL.md",[119],{"categoryNo":120,"categoryName":121,"taxonomyType":122,"taxonomyTypeDesc":123},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[97,125,126,127,128,129,130,77,102,80,131,132,133,104,134,135,27,88,19,136],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","gating",{"skillNo":138,"name":139,"nameZh":6,"description":140,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":141,"categories":142,"keywords":143,"publishedAt":34},"01M6KH4PR076AYNDZHD63HHWX6","dots-hybrid-bridge","The one-way bridge between DOTS-owned runtime state and Unity-owned presentation. Covers UnityObjectRef for managed asset refs in components, the DOTS-writes \u002F Unity-reads ownership rule, when to use managed IComponentData vs UnityObjectRef vs CompanionComponent, baker-bridge vs runtime-bridge, and SubScene boundary rules. Use when an entity must reference Unity assets (Mesh, Material, AudioClip, ScriptableObject), a MonoBehaviour view must read entity state, or input\u002FUI must trigger ECS work.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-hybrid-bridge\u002FSKILL.md",[],[144,145,146,147,100,129,74,148,149,79,150,151,80,104,152,153,106,154,32,155],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","unity","material","managed",{"skillNo":157,"name":158,"nameZh":6,"description":159,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":160,"categories":161,"keywords":162,"publishedAt":34},"01M6KH4FGRQ9AP2ND5H5HX4D83","dots-event-driven-ecs","Model one-frame events and external requests in ECS without dual ownership, polling, or persistent state leaks. Covers request-tag pattern with ECB, enableable command components (no structural change), event buffers (IBufferElementData), explicit consumer ownership, one-frame latency rules, and the banned C# event \u002F UnityEvent \u002F static bus anti-patterns. Use when input\u002FUI\u002Fnetwork must trigger ECS work, when a one-frame signal fans out to N consumers (damage, hit, collision), or when state changes must be processed exactly once.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Fworkspace\u002Fdots-program\u002Fscratch\u002Fwave-2-orchestrator-drafts\u002Fdots-event-driven-ecs\u002FSKILL.md",[],[163,164,86,165,166,100,167,168,169,102,79,170,171,97,172,173,106,174,175,176],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":178,"name":179,"nameZh":6,"description":180,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":181,"categories":182,"keywords":194,"publishedAt":34},"01M6KH4BWRGCEBJ8PKCKCSGT33","valid_skill","A complete, well-formed test fixture skill for SkillHub validation testing. Covers basic task routing and code review for Unity projects.","https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002Ftests\u002Ffixtures\u002Fvalid_skill\u002FSKILL.md",[183,188,191],{"categoryNo":184,"categoryName":185,"taxonomyType":186,"taxonomyTypeDesc":187},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":189,"categoryName":190,"taxonomyType":186,"taxonomyTypeDesc":187},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":192,"categoryName":193,"taxonomyType":186,"taxonomyTypeDesc":187},"01JBSEEDCAT000000000000023","Skill与智能体开发",[195,196,197,198,199,200,201,202,203,204,205,206,207,208,153,209,32],"valid skill","valid","code review","testing","review","test","routing","code","validation","projects","fixture skill","task","fixture","basic","complete"]