agency-unity-architect

Convert Unity projects into modular, data-driven ScriptableObject architectures.

Updated Apr 15, 2026
One-click install
npx skills add https://github.com/anavvanzin/Research --skill agency-unity-architect-anavvanzin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-unity-architect
Source: https://github.com/anavvanzin/Research/tree/main/cowork/integrations/antigravity/agency-unity-architect
Command: npx skills add https://github.com/anavvanzin/Research --skill agency-unity-architect-anavvanzin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps teams convert monolithic Unity projects into modular, data-driven architectures by enforcing ScriptableObject patterns, single-responsibility components, and event-based communication.

Core Features & Use Cases

  • ScriptableObject data-first design for shared state
  • SO-based event channels for decoupled messaging
  • RuntimeSet patterns to track active entities without singletons
  • Editor tooling and design guidelines to keep scenes lean and SRP-driven
  • Real-world use case: refactor a large Unity project to modular components and data assets

Quick Start

Kick off by creating a ScriptableObject-based data asset and an event channel, then wire components through inspector references to start building a modular system.

Frequently Asked Questions about agency-unity-architect

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

FAQPage Schema
How do I refactor a Unity project into modular components?

Refactor a Unity project into modular components by enforcing single-responsibility components, ScriptableObject data assets, and event-driven communication to decouple monolithic logic. This approach converts tangled scenes into data-driven architectures.

How do I use ScriptableObject event channels for decoupled messaging in Unity?

ScriptableObject event channels enable decoupled messaging in Unity by acting as data-driven communication assets that components wire to via inspector references, eliminating direct script dependencies and hard-coded singletons.

What is a RuntimeSet pattern in Unity and when do I need it?

The RuntimeSet pattern in Unity is a ScriptableObject-based asset that tracks active entities without relying on singletons. You need it when managing dynamic collections of objects across decoupled systems during runtime.

What is the best way to design scalable Unity architecture without scene dependencies?

Design scalable Unity architecture without scene dependencies by using ScriptableObject-first workflows, inspector-wired references, and event channels. This zero-scene-dependency approach keeps scenes lean and enforces single-responsibility principles.

Can I apply SRP-based components to a large existing Unity project?

Yes, you can apply SRP-based components to a large existing Unity project. The architecture methodology targets Unity projects of any size, converting monolithic structures into modular, data-driven systems through inspector-wired references.

Why does my Unity project need event-driven communication instead of singletons?

Your Unity project needs event-driven communication instead of singletons to achieve decoupled messaging and zero-scene dependencies. ScriptableObject event channels replace singletons with inspector-wired references for scalable data flow.