unikit-architecture

Detect the project tech stack and generate architecture guidelines in ARCHITECTURE.md.

16|1|Updated Apr 20, 2026
One-click install
npx skills add https://github.com/NintendaDev/unikit-ai --skill unikit-architecture
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unikit-architecture
Source: https://github.com/NintendaDev/unikit-ai/tree/main/skills/unikit-architecture
Command: npx skills add https://github.com/NintendaDev/unikit-ai --skill unikit-architecture

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Generate architecture guidelines for a game project by analyzing the repository structure to determine the real tech stack and applying engine-specific rules from references/ENGINE_RULES.md, then produce a .unikit/ARCHITECTURE.md with architecture decisions, folder structure, and communication patterns to guide project setup and audits.

Core Features & Use Cases

  • Scans the project to detect engine, modules, and dependencies using ENGINE_RULES.md.
  • Outputs a concise Architecture.md mapping the discovered architecture to a standard template for documentation and onboarding.
  • Useful for setting up new projects or auditing existing ones when architecture decisions need to be recorded and reviewed.

Quick Start

Ask the AI to generate a detailed architecture document for the current game project.

Frequently Asked Questions about unikit-architecture

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

FAQPage Schema
How do I generate architecture guidelines for my game project?

To generate architecture guidelines, the Skill scans your project structure to detect the tech stack and applies engine-specific rules to produce an ARCHITECTURE.md with folder structure, dependency rules, and communication patterns.

What is the best way to document module boundaries in a game engine?

Documenting module boundaries involves mapping discovered project architecture to a standard template, defining cross-module communication patterns, and outputting reference notes to record dependency rules and architecture decisions.

How do I audit an existing game project's folder structure and dependencies?

You can audit an existing project by scanning the repository structure to identify the real tech stack, applying engine rules, and generating an Architecture.md that maps module boundaries and dependencies for review.

Can I use this to set up architecture docs for any game engine?

Yes, it supports any game engine as long as engine-specific rules are defined in the references file, allowing it to detect modules and generate tailored architecture decisions and communication patterns.

Why does my game project need an architecture doc generated from repository structure?

An architecture doc generated from repository structure records real architecture decisions, maps actual folder structures and dependencies, and guides project setup and audits for onboarding and review.

What are the limitations of auto-generating game architecture guidelines?

The limitations rely on the accuracy of the repository scan and the predefined engine rules, meaning architecture decisions and cross-module communication patterns are only generated for detected engines and modules.