project-architecture

Organize Unity project architecture with six-layer model and namespace conventions.

Updated Jan 2, 2026
One-click install
npx skills add https://github.com/jwmyers/vui-vux-plugins --skill project-architecture-jwmyers
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: project-architecture
Source: https://github.com/jwmyers/vui-vux-plugins/tree/main/plugins/zero-day-dev/skills/project-architecture
Command: npx skills add https://github.com/jwmyers/vui-vux-plugins --skill project-architecture-jwmyers

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This knowledge base provides a comprehensive blueprint for organizing a Unity project's architecture, clarifying layers, namespaces, and ownership to improve consistency and maintainability.

Core Features & Use Cases

  • Layered architecture guidelines covering Data, State, Logic, View, Input, and Config, with concrete folder maps and responsibilities.
  • Namespace conventions, singleton manager patterns, and ScriptableObject databases to separate data from logic.
  • Event-driven state updates guide for clean interactions between Input, TokenManager, and GameManager.
  • Real-world alignment to Zero-Day Attack codebase patterns, enabling scalable team collaboration and onboarding.

Quick Start

Review the architecture guidance to structure your Unity project as described.

Frequently Asked Questions about project-architecture

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

FAQPage Schema
How do I structure a Unity project architecture to separate data from game logic?

Structure your Unity project architecture using a six-layer model with ScriptableObject databases and singleton manager patterns to strictly separate data from logic and improve maintainability.

What is the best way to organize Unity namespaces and folder boundaries for a scalable codebase?

The best way to organize Unity namespaces is by enforcing strict folder boundaries across Data, State, Logic, View, Input, and Config layers to clarify ownership and ensure scalable team collaboration.

How does event-driven communication work between input handlers and game managers in Unity?

Event-driven communication in Unity uses state update guides to route clean interactions between Input, TokenManager, and GameManager, ensuring strict separation of concerns without direct dependencies.

Can I use ScriptableObjects for state management instead of singleton patterns in Unity?

You can use ScriptableObjects for data separation, but this architecture blueprint specifically pairs ScriptableObject databases with singleton manager patterns to own state and enforce layer boundaries.

When should I avoid using a strict layered architecture for my Unity game project?

You should avoid a strict layered architecture when your Unity project requires rapid prototyping without strict separation of concerns, as enforcing the six-layer model adds structural overhead to initial development.