What problem does it solve?
Provides actionable guidance to prevent messy, tightly-coupled Unity projects by defining clear module boundaries, scene composition, data ownership, and refactor direction before writing large amounts of gameplay code. It helps teams avoid over-engineering for prototypes and under-architecting for long-lived projects by recommending the smallest effective structure for the project's scope.
Core Features & Use Cases
- Scope identification: Distinguish prototype, small-game, and long-lived project requirements and trade-offs.
- Core loop and runtime systems: Define the minimal runtime systems needed to support gameplay without unnecessary layers.
- Module recommendations: Suggest 3–7 modules with one-line responsibilities and how they interact.
- Scene/bootstrap plan: Specify where composition and initialization happen and what stays in scenes.
- Data ownership guidance: Recommend what belongs in scene objects, ScriptableObjects, or plain C# classes.
- Communication and decoupling rules: Advise when to use direct references, interfaces, events, or command patterns.
- Performance and risk focus: Call out hot paths and optimization concerns and what to monitor now.
- Do now / skip now: Prioritize what to implement immediately vs what to defer to avoid over-engineering.
Quick Start
Analyze my Unity project and recommend an architecture for a small-game including recommended modules, a scene bootstrap plan, data ownership rules, communication patterns, and immediate priorities.