unity-composition-pattern

Replace Unity inheritance with ScriptableObject configs and tuple-based ModularEntity data.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

Unity projects often accumulate deep class hierarchies that hinder maintainability; this skill promotes composition over inheritance using ScriptableObject configs and Tuple-based data returns to create flexible, data-driven objects.

Core Features & Use Cases

  • Has-A logic through composable Configs rather than rigid base-class hierarchies.
  • ScriptableObject templates bridge static data to runtime ModularEntity instances.
  • Tuple deconstruction enables multi-part data returns with minimal boilerplate.
  • Hierarchy flattening reduces code surface by moving variations to project assets.

Quick Start

Create a ModularEntity, attach primary and secondary EntityConfigSO assets, and call GetAllData to retrieve runtime data.

Frequently Asked Questions about unity-composition-pattern

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

FAQPage Schema
How do I replace deep class inheritance with composition in Unity?

You can replace inheritance with composition in Unity by using ScriptableObject configs and a generic ModularEntity container. This flattens your hierarchy by moving variations to project assets rather than rigid base-classes.

How does a ModularEntity use ScriptableObject templates for runtime data?

A ModularEntity uses ScriptableObject templates to bridge static data to runtime instances. You attach primary and secondary EntityConfigSO assets and call GetAllData to retrieve generated runtime data.

When should I flatten my Unity project's class hierarchy?

You should flatten your Unity project's class hierarchy when deep base-class structures hinder maintainability. Moving variations to composable ScriptableObject assets reduces code surface and increases flexibility.

Is composition over inheritance suitable for modular Unity game systems?

Yes, composition over inheritance is suitable for modular Unity game systems. It applies ScriptableObject-based config assets and tuple-based data returns to create flexible, data-driven objects without rigid dependencies.

Can I return multiple data parts from a Unity component without boilerplate?

You can return multi-part data with minimal boilerplate by using tuple deconstruction in your Unity components. Tuple-based data returns allow a ModularEntity pattern to pass multiple values cleanly.

What's the best way to structure composable configs in Unity?

The best way to structure composable configs in Unity is using Has-A logic through ScriptableObject assets. This replaces deep inheritance by attaching EntityConfigSO templates to a generic ModularEntity container.