What problem does it solve?
It helps Unity developers decide which design pattern to apply for a given gameplay or system problem, reducing unnecessary complexity and preventing architectural anti-patterns.
Core Features & Use Cases
- Pattern selection: Recommends 1–3 appropriate patterns such as ScriptableObject, C# events/delegates, observer hubs, state machines, object pools, interfaces, or service layers.
- Rationale and tradeoffs: Explains why the recommended patterns fit and why simpler alternatives are insufficient.
- Minimal implementation boundary: Describes the smallest viable implementation surface and key integration points.
- Use case example: Choosing between an object pool or transient instantiation for high-frequency spawns, or deciding when to use ScriptableObjects for shared config versus runtime state.
Quick Start
Recommend 1-2 Unity design patterns for a player ability system that requires modular configuration, deterministic state transitions, and frequent object spawning.