unity-architecture

Design Unity module plans with scene, domain, data, and presentation layers.

1|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/muddyrain/valley-mas --skill unity-architecture-muddyrain
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-architecture
Source: https://github.com/muddyrain/valley-mas/tree/main/.codex/skills/unity-skills/skills/architecture
Command: npx skills add https://github.com/muddyrain/valley-mas --skill unity-architecture-muddyrain

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Unity projects often spiral into tangled modules and rigid dependencies. This skill guides teams to define module boundaries, scene design, and SOLID-compliant structure before coding.

Core Features & Use Cases

  • Defines core modules (scene/bootstrap, gameplay/domain, data/config, view/presentation) and suggested boundaries.
  • Guides decoupling strategies, dependency rules, and refactor directions for maintainability.
  • Use Case: You are starting a new Unity game and want a minimal, scalable architecture plan.

Quick Start

Describe your Unity project scope and goals to receive a minimal, scalable architecture plan.

Frequently Asked Questions about unity-architecture

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

FAQPage Schema
How do I design a clean Unity architecture to reduce module coupling?

Designing a clean Unity architecture involves defining module boundaries across scene/bootstrap, domain logic, data assets, and presentation layers. This approach enforces decoupling strategies, dependency rules, and SOLID principles to improve project maintainability.

What is the best way to structure a scalable Unity project for a small-to-mid sized game?

The best way to structure a scalable Unity project is to implement a minimal architecture plan using thin MonoBehaviours and ScriptableObject-based configuration. This defines clear module boundaries and dependency rules suitable for prototypes and growing games.

Can I use ScriptableObject-based configuration and thin MonoBehaviours for Unity scene design?

Yes, you can use ScriptableObject-based configuration and thin MonoBehaviours for Unity scene design. This architecture enforces strict separation between domain logic and presentation layers, ensuring flexible data assets and reduced dependencies.

How do I refactor a Unity game to enforce SOLID principles and decoupling?

To refactor a Unity game for SOLID principles and decoupling, define strict module boundaries and dependency rules. Guide the refactor by moving logic out of MonoBehaviours into domain modules and utilizing ScriptableObjects for configuration to untangle rigid dependencies.

When do I need a defined architecture plan for my Unity prototype?

You need a defined architecture plan for your Unity prototype when module boundaries, scene design, and SOLID principles matter for long-term maintainability. It prevents tangled modules and rigid dependencies before coding begins.