What problem does it solve? Choosing the right design pattern in Unity is hard: overusing event buses, singletons, or state machines leads to hidden coupling and debugging pain. This Skill helps you decide which pattern actually fits your problem and when a simpler approach is enough. ## Core Features & Use Cases - Pattern Selection Guidance: Compares ScriptableObject, C# events, event buses, interfaces, state machines, object pools, service layers, and generics with explicit use/avoid criteria. - Decision Lab Method: Provides a side-by-side comparison framework (switch cost, per-frame cost, complexity, failure modes) for non-trivial design decisions, illustrated with a worked example of pausing 100 enemies. - Use Case: When you ask "should I use a state machine for my enemy AI?" or "事件总线还是直接引用?", the Skill recommends at most 1-3 patterns, explains why simpler options fall short, and lists known tradeoffs. ## Quick Start Ask the assistant which Unity design pattern fits your problem, for example whether to use an object pool or direct instantiation for bullet spawning.