agency-unity-architect

Replace direct scene references with ScriptableObjects and event channels in Unity.

Updated Mar 22, 2026
One-click install
npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-unity-architect
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-unity-architect
Source: https://github.com/jay6697117/agency-agents-antigravity/tree/main/.agents/skills/agency-unity-architect
Command: npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-unity-architect

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often suffer from tightly coupled systems, monolithic components, and fragile scene wiring. This Skill promotes a data-driven, modular architecture using ScriptableObjects and event-driven communication to enable scalable, designer-friendly projects.

Core Features & Use Cases

  • ScriptableObject-first design to store shared data and editor-configured assets
  • Runtime tracking via lightweight, inspector-wired patterns (RuntimeSet, GameEvent)
  • Single-responsibility components and decoupled messaging for maintainable code
  • Editor tooling and asset pipeline hygiene to keep projects extensible

Quick Start

Create a ScriptableObject-first setup in a new Unity project by defining core assets (variables, event channels, and runtime sets) and wiring them in the Inspector to replace scene-scoped references.

Frequently Asked Questions about agency-unity-architect

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

FAQPage Schema
How do I decouple Unity components and replace direct scene references?

You can build a modular Unity architecture by defining core assets like variables, event channels, and runtime sets, then wiring them in the Inspector to replace scene-scoped references for a data-driven setup.

What is a ScriptableObject-first architecture in Unity?

A ScriptableObject-first architecture in Unity stores shared data and editor-configured assets centrally, enabling decoupled systems, designer-friendly editors, and scalable team workflows across gameplay, UI, and tooling.

How do I track runtime objects in Unity without creating tight dependencies?

You can track runtime objects without tight dependencies by using lightweight, inspector-wired patterns like RuntimeSets and GameEvents, which facilitate event-driven messaging and decoupled system communication.

Can I use this data-driven Unity architecture for both gameplay and UI systems?

Yes, this data-driven Unity architecture applies to scalable team workflows across gameplay, UI, and tooling, enforcing asset pipelines and single-responsibility components to keep projects extensible.

What's the best way to structure a scalable Unity project for team development?

The best way to structure a scalable Unity project is enforcing a modular architecture with event-driven communication and editor tooling hygiene, replacing monolithic components and fragile scene wiring with data-driven assets.