What problem does it solve?
When writing or reviewing QFramework-based Unity code, AI assistants often hallucinate outdated APIs or mix up similar concepts (core IOCContainer vs Toolkits IOCKit, EasyEvent vs TypeEventSystem). This Skill supplies design rules distilled from the actual QFramework.cs source and official Doc.md tutorial, with every rule citing a file and line anchor to guard against stale-memory errors.
Core Features & Use Cases
- Four-layer architecture rules: Controller/System/Model/Utility responsibilities, Command/Query CQRS separation, and criteria for deciding what data belongs in a Model.
- Toolkit guidance: Covers UIKit panel workflows, ResKit AssetBundle loading, ActionKit chained actions, SingletonKit, AudioKit, FSMKit, PoolKit, and more via routed sub-documents.
- Version-aware corrections: Flags breaking changes like the 2026-08-12 RegisterSystem/RegisterModel/RegisterUtility return-value change that official tutorials still do not reflect.
- Use Case: Before generating an Architecture<T> Init() method or reviewing a BindableProperty binding, load this Skill so the generated code matches QFramework v1.0.257 source behavior rather than outdated tutorial examples.
Quick Start
Load the qframework-design skill before writing or reviewing any QFramework architecture, event, binding, or toolkit code in my Unity project.