unity-command-pattern

Encapsulate Unity actions as command objects for queued execution.

Updated Feb 13, 2026
One-click install
npx skills add https://github.com/MuharremTozan/Ohm-Yura --skill unity-command-pattern
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-command-pattern
Source: https://github.com/MuharremTozan/Ohm-Yura/tree/main/.agents/skills/unity-command-pattern
Command: npx skills add https://github.com/MuharremTozan/Ohm-Yura --skill unity-command-pattern

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires System.Threading.Tasks, UnityEngine, and includes assets (resource) and references (resource) components.

What problem does it solve?

Encapsulate Unity actions as command objects to enable queuing, undo/redo, and asynchronous execution, reducing complexity of sequencing gameplay logic.

Core Features & Use Cases

  • Async interface: ICommand with Task-based Execute for sequential action flow.
  • ScriptableObject-based commands: data-driven actions for inspector-configurable behavior.
  • Command queue: deterministic, queued execution with optional undo support.

Quick Start

Implement ICommand in a Unity script and enqueue Command objects in CommandQueue to execute actions sequentially.

Frequently Asked Questions about unity-command-pattern

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

FAQPage Schema
How do I queue and undo Unity actions asynchronously?

To queue and undo Unity actions asynchronously, you encapsulate gameplay logic as command objects implementing a Task-based Execute method, then process them sequentially via a CommandQueue for deterministic flow and reversible changes.

What is the command pattern in Unity used for?

The command pattern in Unity is used to encapsulate actions as objects, enabling deterministic queuing, undo/redo functionality, and asynchronous execution for managing complex gameplay events, AI actions, and UI interactions.

How do I create data-driven commands using ScriptableObjects in Unity?

You create data-driven commands by inheriting from a CommandSO ScriptableObject base class, allowing you to configure action behaviors directly within the Unity inspector for flexible gameplay sequencing.

Can I execute queued Unity commands asynchronously with Task?

Yes, you can execute queued Unity commands asynchronously by implementing an ICommand interface with a Task-based Execute method, utilizing System.Threading.Tasks for sequential action flow.

When should I use a command queue for gameplay logic?

You should use a command queue for gameplay logic when you need deterministic sequencing of AI actions or UI interactions, requiring reversible state changes and sequential asynchronous execution.

What is the best way to implement undo and redo for Unity gameplay events?

The best way to implement undo and redo for Unity gameplay events is to encapsulate actions as command objects with an ICommand interface, enabling optional undo support within a sequential CommandQueue.