[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6KGGMB3CE2WJ3FNEXA24CFD":3,"skill-same:01M6KGGMB3CE2WJ3FNEXA24CFD":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},"01M6KGGMB3CE2WJ3FNEXA24CFD","wave8-wrong-system-group-fixed-timestep",null,"Identify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.","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\u002Fwave8-wrong-system-group-fixed-timestep\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32,33],"system","Wrong","wave8 wrong system group fixed timestep","debug","execution","simulation","fix","physics","logic","systems","true","mode","frame","rate","antipattern","2026-11-10 10:12:30",false,"﻿---\nname: wave8-wrong-system-group-fixed-timestep\ndescription: Identify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.\ntags: [systems, antipattern, debug]\nmetadata:\n  internal-only: true\n  tier: 3\n---\n\n# Wrong System Group — Fixed Timestep Failure Mode\n\n## Intent\nIdentify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.\n\n## Use When\n- Diagnosing why physics behavior is frame-rate dependent or non-deterministic\n- Code review of any system that writes PhysicsVelocity, applies forces, or handles collision response\n\n## Avoid When\n- The system intentionally runs every rendered frame — SimulationSystemGroup or PresentationSystemGroup are correct for those cases\n\n## Senior Pattern\n```csharp\n\u002F\u002F WRONG — runs every rendered frame, not at fixed timestep:\n[UpdateInGroup(typeof(SimulationSystemGroup))]\npublic partial struct PhysicsResponseSystem : ISystem\n{\n    public void OnUpdate(ref SystemState state)\n    {\n        \u002F\u002F Applies forces — frame-rate dependent, non-deterministic physics\n    }\n}\n\n\u002F\u002F CORRECT — runs at fixed timestep (default 50Hz):\n[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]\n[UpdateBefore(typeof(PhysicsSystemGroup))]\n[BurstCompile]\npublic partial struct PhysicsResponseSystem : ISystem\n{\n    [BurstCompile]\n    public void OnUpdate(ref SystemState state)\n    {\n        \u002F\u002F Applies forces — deterministic, fixed-rate\n    }\n}\n\n\u002F\u002F CORRECT — set custom fixed rate once at initialization:\n[UpdateInGroup(typeof(InitializationSystemGroup))]\npublic partial class FixedRateBootstrapSystem : SystemBase\n{\n    protected override void OnCreate()\n    {\n        World.GetExistingSystemManaged\u003CFixedStepSimulationSystemGroup>().Timestep = 1f \u002F 30f;\n        Enabled = false;  \u002F\u002F run once\n    }\n    protected override void OnUpdate() { }\n}\n```\n\n## Diagnosis Checklist\n- System writes PhysicsVelocity or PhysicsMass → must be in FixedStepSimulationSystemGroup\n- System reads PhysicsWorldSingleton for queries → can be in SimulationSystemGroup (after physics completes)\n- System handles collision\u002Ftrigger events → must be in FixedStepSimulationSystemGroup [UpdateAfter(PhysicsSimulationGroup)]\n- System interpolates for rendering → must be in PresentationSystemGroup\n\n## Anti-Patterns\n- Using SimulationSystemGroup for physics force application — frame-rate dependent results; diverges between 30fps debug and 120fps release.\n- Placing collision response in PresentationSystemGroup — runs after rendering, one frame late.\n- Setting FixedStepSimulationSystemGroup.Timestep every frame in OnUpdate — must be set once at initialization; per-frame mutation disrupts the accumulator.\n- Combining physics-rate logic and render-rate logic in the same system — run rates diverge; shared state is torn.\n\n## Runtime Risks\n- Systems in the wrong group cause non-deterministic physics, collision tunneling at low frame rates, and gameplay that diverges between debug (low FPS) and release (high FPS) builds.\n- FixedStepSimulationSystemGroup may execute 0, 1, or multiple times per rendered frame — systems inside it must not assume single-execution-per-rendered-frame.\n\n## Performance Notes\n- Default fixed rate: 50 Hz (0.02s). At 60 FPS render rate, the group runs once most frames and twice occasionally (catch-up).\n- Profile FixedStepSimulationSystemGroup independently from SimulationSystemGroup — frame spikes here often indicate physics world rebuild cost from structural changes.\n\n## Architecture Guidance\n- Force application + physics write: FixedStepSimulationSystemGroup [UpdateBefore(PhysicsSystemGroup)].\n- Physics event processing: FixedStepSimulationSystemGroup [UpdateAfter(PhysicsSimulationGroup)].\n- Spatial queries against built world: SimulationSystemGroup.\n- Visual interpolation \u002F rendering sync: PresentationSystemGroup.\n\n## Related Skills\n[[wave5-fixed-step-simulation-system-group]], [[fixed-step-simulation]], [[wave5-physics-velocity-force-application]], [[wave8-ecb-system-group-mismatch]]\n","# Wrong System Group — Fixed Timestep Failure Mode\n\n## Intent\nIdentify and fix the failure mode of placing fixed-timestep physics or simulation logic in the wrong system group, causing frame-rate-dependent execution instead of fixed-rate execution.\n\n## Use When\n- Diagnosing why physics behavior is frame-rate dependent or non-deterministic\n- Code review of any system that writes PhysicsVelocity, applies forces, or handles collision response\n\n## Avoid When\n- The system intentionally runs every rendered frame — SimulationSystemGroup or PresentationSystemGroup are correct for those cases\n\n## Senior Pattern\n```csharp\n\u002F\u002F WRONG — runs every rendered frame, not at fixed timestep:\n[UpdateInGroup(typeof(SimulationSystemGroup))]\npublic partial struct PhysicsResponseSystem : ISystem\n{\n    public void OnUpdate(ref SystemState state)\n    {\n        \u002F\u002F Applies forces — frame-rate dependent, non-deterministic physics\n    }\n}\n\n\u002F\u002F CORRECT — runs at fixed timestep (default 50Hz):\n[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]\n[UpdateBefore(typeof(PhysicsSystemGroup))]\n[BurstCompile]\npublic partial struct PhysicsResponseSystem : ISystem\n{\n    [BurstCompile]\n    public void OnUpdate(ref SystemState state)\n    {\n        \u002F\u002F Applies forces — deterministic, fixed-rate\n    }\n}\n\n\u002F\u002F CORRECT — set custom fixed rate once at initialization:\n[UpdateInGroup(typeof(InitializationSystemGroup))]\npublic partial class FixedRateBootstrapSystem : SystemBase\n{\n    protected override void OnCreate()\n    {\n        World.GetExistingSystemManaged\u003CFixedStepSimulationSystemGroup>().Timestep = 1f \u002F 30f;\n        Enabled = false;  \u002F\u002F run once\n    }\n    protected override void OnUpdate() { }\n}\n```\n\n## Diagnosis Checklist\n- System writes PhysicsVelocity or PhysicsMass → must be in FixedStepSimulationSystemGroup\n- System reads PhysicsWorldSingleton for queries → can be in SimulationSystemGroup (after physics completes)\n- System handles collision\u002Ftrigger events → must be in FixedStepSimulationSystemGroup [UpdateAfter(PhysicsSimulationGroup)]\n- System interpolates for rendering → must be in PresentationSystemGroup\n\n## Anti-Patterns\n- Using SimulationSystemGroup for physics force application — frame-rate dependent results; diverges between 30fps debug and 120fps release.\n- Placing collision response in PresentationSystemGroup — runs after rendering, one frame late.\n- Setting FixedStepSimulationSystemGroup.Timestep every frame in OnUpdate — must be set once at initialization; per-frame mutation disrupts the accumulator.\n- Combining physics-rate logic and render-rate logic in the same system — run rates diverge; shared state is torn.\n\n## Runtime Risks\n- Systems in the wrong group cause non-deterministic physics, collision tunneling at low frame rates, and gameplay that diverges between debug (low FPS) and release (high FPS) builds.\n- FixedStepSimulationSystemGroup may execute 0, 1, or multiple times per rendered frame — systems inside it must not assume single-execution-per-rendered-frame.\n\n## Performance Notes\n- Default fixed rate: 50 Hz (0.02s). At 60 FPS render rate, the group runs once most frames and twice occasionally (catch-up).\n- Profile FixedStepSimulationSystemGroup independently from SimulationSystemGroup — frame spikes here often indicate physics world rebuild cost from structural changes.\n\n## Architecture Guidance\n- Force application + physics write: FixedStepSimulationSystemGroup [UpdateBefore(PhysicsSystemGroup)].\n- Physics event processing: FixedStepSimulationSystemGroup [UpdateAfter(PhysicsSimulationGroup)].\n- Spatial queries against built world: SimulationSystemGroup.\n- Visual interpolation \u002F rendering sync: PresentationSystemGroup.\n\n## Related Skills\n[[wave5-fixed-step-simulation-system-group]], [[fixed-step-simulation]], [[wave5-physics-velocity-force-application]], [[wave8-ecb-system-group-mismatch]]\n",{"name":5,"tags":39,"metadata":40,"description":7},[28,33,22],{"tier":41,"internal-only":42},3,true,"main","fe4746b9f07e6c7c2b6d3932002183af9b9f6fa2",".claude\u002Fskills\u002Funity-dots\u002Fwave8-wrong-system-group-fixed-timestep",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 wave8-wrong-system-group-fixed-timestep",{"tool":57,"command":58},"bunx","bunx skills add dyCuong03\u002Funity-agent-team --skill wave8-wrong-system-group-fixed-timestep",{"tool":60,"command":61},"pnpm","pnpm dlx skills add dyCuong03\u002Funity-agent-team --skill wave8-wrong-system-group-fixed-timestep","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FdyCuong03\u002Funity-agent-team\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Funity-dots\u002Fwave8-wrong-system-group-fixed-timestep\u002FSKILL.md",[],[65,87,110,135,155,176],{"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",[],[72,73,74,24,75,19,76,77,78,79,80,81,82,83,84,85,31,86],"update","dots update groups","boundary","how","choose","work","use","never","peer","deterministic","how to","coupling","ecs","bugs","value",{"skillNo":88,"name":89,"nameZh":6,"description":90,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":91,"categories":92,"keywords":93,"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",[],[94,95,96,97,74,19,98,99,78,100,101,28,102,103,104,105,106,107,108,109],"patterns","transform","dots transform patterns","components","mount","model","cost","runtime","input","with","matrix","socket","at","child","custom","hierarchy",{"skillNo":111,"name":112,"nameZh":6,"description":113,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":114,"categories":115,"keywords":121,"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",[116],{"categoryNo":117,"categoryName":118,"taxonomyType":119,"taxonomyTypeDesc":120},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[94,122,123,124,125,126,127,19,99,78,128,129,130,101,131,132,103,31,133,134],"singleton","dots singleton patterns","component","config","state","game","writer","time","shared","contract","as","ecb","gating",{"skillNo":136,"name":137,"nameZh":6,"description":138,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":139,"categories":140,"keywords":141,"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",[],[142,143,144,145,97,126,74,146,147,77,148,149,78,101,150,151,102,152,153,154],"bridge","hybrid","dots hybrid bridge","mesh","assets","Rules","read","view","trigger","unity","material","for","managed",{"skillNo":156,"name":157,"nameZh":6,"description":158,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":159,"categories":160,"keywords":161,"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",[],[162,163,84,164,165,97,166,167,168,99,77,169,170,94,171,172,102,173,174,175],"event driven","driven","event","dots event driven ecs","change","ui","network","command","anti-patterns","pattern","structural","events","static","request",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":193,"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",[182,187,190],{"categoryNo":183,"categoryName":184,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000007","代码审查","SCENARIO","使用场景",{"categoryNo":188,"categoryName":189,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000008","测试与质量",{"categoryNo":191,"categoryName":192,"taxonomyType":185,"taxonomyTypeDesc":186},"01JBSEEDCAT000000000000023","Skill与智能体开发",[194,195,196,197,198,199,200,201,202,203,204,205,206,207,151,208,153],"valid skill","valid","code review","testing","review","test","routing","code","validation","projects","fixture skill","task","fixture","basic","complete"]