What problem does it solve?
This Skill helps teams and solo developers avoid messy, tightly-coupled Unity projects by providing concrete, scope-appropriate architecture guidance before writing large amounts of gameplay code. It reduces rework from poor module boundaries, unclear data ownership, and ill-considered communication patterns.
Core Features & Use Cases
- Project tiering: Tailors recommendations for prototypes, small games, or long-lived projects.
- Module recommendations: Suggests 3–7 modules with one-line responsibilities to keep code understandable and testable.
- Scene & bootstrap planning: Explains where composition, initialization, and dependency wiring should occur.
- Data ownership & communication rules: Advises what belongs in scene objects, ScriptableObjects, or plain C# classes and when to use direct references, interfaces, events, or commands.
- Performance and priority guidance: Highlights likely hot paths, performance risks, and what to keep simple now versus what to abstract later.
- Use case: Convert a fast prototype into a maintainable small-game structure or plan refactors for a long-lived live-service title.
Quick Start
Design a minimal, modular Unity architecture for a small 2D platformer with clear module responsibilities, data ownership rules, and a scene bootstrap plan.