agency-unity-architect

Enforce ScriptableObject-first data ownership and event-driven communication in Unity architectures.

Updated Feb 11, 2026
One-click install
npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-architect-augustoheiss
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-unity-architect
Source: https://github.com/augustoheiss/LogicDefense/tree/main/.gemini/skills/agency-unity-architect
Command: npx skills add https://github.com/augustoheiss/LogicDefense --skill agency-unity-architect-augustoheiss

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill addresses the challenge of tightly coupled Unity projects by enforcing ScriptableObject-first data ownership, decoupled communication via event channels, and single-responsibility component design to reduce God Classes and scene dependencies.

Core Features & Use Cases

  • ScriptableObject-first design to store shared data, with inspector-wired references.
  • RuntimeSet and event-channel patterns to enable event-driven cross-system communication without direct object references.
  • Modular prefab creation with self-contained assets that have zero scene dependencies.
  • Editor tooling and validation practices to enforce architecture rules across projects.

Quick Start

Create ScriptableObject assets, set up SO event channels, and wire references in the Inspector to decouple systems.

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 subsystems and avoid God Classes in large projects?

Decouple Unity subsystems by enforcing ScriptableObject-first data ownership and event-driven communication channels, eliminating direct object references and reducing monolithic God Classes. This approach enables scalable, modular architecture across medium and large-scale projects.

What is the best way to use ScriptableObjects for shared data in Unity?

ScriptableObjects store shared data in inspector-wired assets, enabling modular data-driven design. This approach removes scene dependencies, allows designer-friendly asset pipelines, and ensures single-responsibility component architecture across decoupled systems.

How do I set up event-driven communication between Unity systems without direct references?

Set up event-driven communication using SO event channels and RuntimeSet patterns. These mechanisms enable cross-system messaging without direct object references, decoupling subsystems and preventing scene dependencies.

Does this modular Unity architecture work for medium-scale game development?

This modular Unity architecture suits medium- and large-scale game development projects requiring decoupled subsystems, designer-friendly asset pipelines, and scalable data-driven structures. It enforces single-responsibility component design and ScriptableObject containers.

How do I create modular Unity prefabs with zero scene dependencies?

Create modular prefabs by building self-contained assets using ScriptableObject containers and event channels. This enforces zero scene dependencies, ensuring single-responsibility component design and decoupled communication across systems.

Can I enforce Unity architecture rules using editor tooling and validation?

Enforce Unity architecture rules using editor tooling and validation practices that check ScriptableObject-first data ownership and event-driven communication constraints. This ensures decoupled subsystems and eliminates monolithic structures across projects.