What problem does it solve? Choosing the right design pattern in Unity is hard: overusing event buses, singletons, or interfaces leads to hidden coupling and debugging pain, while under-engineering leaves systems brittle. This Skill helps you decide whether a pattern is justified and which of 1-3 candidates actually fits your problem. ## Core Features & Use Cases - Pattern Selection Guide: Covers ScriptableObjects, C# events/delegates, event buses, interfaces, state machines, object pools, service layers, and generics, each with explicit use/avoid criteria. - Decision Lab: Compares 2-3 plausible implementations side by side on switch cost, per-frame cost, code complexity, and failure modes, with a worked example of pausing AI on 100 enemies. - Guardrails: Recommends at most 1-3 patterns and forces justification of why simpler alternatives are insufficient. - Use Case: You are building a cutscene system that must freeze 500 enemies. Use this Skill to compare a field flag, disabling MonoBehaviours, and a subset-list approach, then pick the one whose cost profile matches your scale. ## Quick Start Ask the AI which Unity pattern fits your problem, for example whether to use an event bus or C# events for decoupling your UI from gameplay systems.