unity-dev

Architect Unity projects around ScriptableObject-driven data and event systems.

1|2|Updated Mar 24, 2026
One-click install
npx skills add https://github.com/EremesNG/oh-my-opencode-lite --skill unity-dev-eremesng
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-dev
Source: https://github.com/EremesNG/oh-my-opencode-lite/tree/main/src/skills/unity-dev
Command: npx skills add https://github.com/EremesNG/oh-my-opencode-lite --skill unity-dev-eremesng

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Data-driven, decoupled Unity architecture patterns built around ScriptableObjects to reduce coupling between systems and to empower designers.

Core Features & Use Cases

  • ScriptableObject-first architecture: Variable SOs, Event Channel SOs, RuntimeSet SOs, Configuration SOs
  • Component-based patterns that promote single-responsibility and inspector-driven wiring
  • Performance-conscious design with DOTS/ECS and Addressables
  • Use cases across gameplay systems, UI data flow, and open-world content

Quick Start

Refactor a Unity project to leverage ScriptableObjects for data and events and start wiring a small sample scene.

Frequently Asked Questions about unity-dev

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

FAQPage Schema
How do I use ScriptableObjects to decouple Unity gameplay systems and UI data flow?

Use ScriptableObjects to decouple Unity gameplay systems and UI data flow by creating Variable, Event Channel, and Configuration SOs for inspector wiring and event-driven communication. This architecture enables designer-friendly configurations across multiple scenes.

What is a ScriptableObject-first architecture in Unity?

ScriptableObject-first architecture in Unity structures projects around data-driven SO types like Variables, Event Channels, and RuntimeSets. It reduces coupling between systems by promoting single-responsibility patterns and inspector-driven wiring for designer-friendly configurations.

Can I use ScriptableObject event channels with DOTS and ECS in Unity?

Yes, ScriptableObject event channels can integrate with DOTS and ECS in Unity. The architecture supports performance-conscious design considerations, allowing event-driven communication patterns to coexist with ECS frameworks for scalable gameplay systems.

How do I manage ScriptableObject references across multiple scenes in Unity?

Manage ScriptableObject references across multiple Unity scenes using RuntimeSet SOs and Addressables integration. This approach handles configuration data and event systems across platforms, ensuring reliable inspector wiring and open-world content delivery.

What's the best way to structure designer-friendly configurations in Unity without hard coding?

The best way to structure designer-friendly configurations in Unity is using Configuration SOs with CreateAssetMenu. This ScriptableObject-driven approach enables inspector wiring, allowing designers to tweak gameplay variables and UI data without code changes.

Why does my Unity project have tight coupling between gameplay systems and UI?

Tight coupling between Unity gameplay systems and UI occurs when components directly reference each other. Refactoring to ScriptableObject-driven event channels and Variable SOs reduces dependencies, enabling decoupled event-driven communication across scenes.