What problem does it solve?
This Skill eliminates monolithic, tightly-coupled Unity code by replacing fragile singletons, scene-dependent references, and God classes with explicit, designer-friendly data assets and event-driven wiring.
Core Features & Use Cases
- ScriptableObject-first patterns: define shared state as SO variables, event channels, and RuntimeSets to avoid GetComponent, FindObjectOfType, and static singletons.
- Single-responsibility component decomposition: break large MonoBehaviours into focused components that are wired via inspector-assigned SO assets and validate prefab independence.
- Editor tooling & designer workflows: add CustomPropertyDrawers, CreateAssetMenu-friendly SOs, and Editor validation to empower non-programmers and prevent serialization/scene-transition bugs.
- Use Case: Refactor a legacy Unity project that relies on manager singletons into an SO-driven architecture so designers can tweak gameplay without touching code and scenes can be loaded cleanly.
Quick Start
Ask UnityArchitect to audit my Unity project for God classes, singletons, and scene coupling and produce a prioritized ScriptableObject-based refactor plan.