unity-script-roles

Assign Unity script classes to architectural roles with structured recommendations.

8|1|Updated Oct 7, 2025
One-click install
npx skills add https://github.com/Zzulin/unity-project01 --skill unity-script-roles-zzulin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-script-roles
Source: https://github.com/Zzulin/unity-project01/tree/main/URP1/Plugins/Unity-Skills-main/SkillsForUnity/unity-skills~/skills/script-roles
Command: npx skills add https://github.com/Zzulin/unity-project01 --skill unity-script-roles-zzulin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Converts a rough list of Unity script names into explicit class responsibilities so developers and AI do not default to making every class a MonoBehaviour, and it clarifies which objects should be configuration, runtime-only, or pure C# services.

Core Features & Use Cases

  • Role assignment: Recommend whether each script should be a MonoBehaviour bridge, ScriptableObject config/data, pure C# domain/service, presenter/controller, state/state-machine node, or installer/bootstrap helper.
  • Structured output: Provide for each script the script name, recommended role, main responsibility, main dependencies, and a concise justification explaining why the role fits better than alternatives.
  • Use case: Ideal for planning gameplay systems, preparing inputs for AI code generation, or refactoring to reduce coupling and runtime mistakes.

Quick Start

Analyze the following list of Unity script names and return a per-script recommendation with script name, recommended role, main responsibility, main dependencies, and a short justification.

Frequently Asked Questions about unity-script-roles

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

FAQPage Schema
How do I assign clear responsibilities to Unity scripts to avoid overusing MonoBehaviour?

Assigning clear responsibilities to Unity scripts prevents overusing MonoBehaviour by categorizing each class as a bridge, ScriptableObject config, pure C# service, presenter, state node, or installer, outputting per-script justifications for the recommended role.

When should I use ScriptableObject instead of a pure C# service for Unity gameplay systems?

Use ScriptableObject for configuration and data in Unity gameplay systems, but avoid it for runtime-only state. A pure C# service handles runtime domain logic, ensuring clear separation between static config and dynamic runtime behavior.

What is the best way to plan Unity script architecture before refactoring gameplay systems?

The best way to plan Unity script architecture is to analyze your script list and output per-script recommendations detailing the recommended role, main responsibility, main dependencies, and a short justification to reduce coupling and prevent ambiguous class responsibilities.

Can I use pure C# classes for Unity gameplay logic instead of making everything a MonoBehaviour?

Yes, you can use pure C# domain service classes for Unity gameplay logic instead of defaulting to MonoBehaviour. This prevents inappropriate MonoBehaviour usage and keeps runtime logic decoupled from the Unity component lifecycle.

Why should I separate MonoBehaviour bridge classes from presenter or controller scripts in Unity?

Separating MonoBehaviour bridge classes from presenters or controllers in Unity clarifies class responsibilities, ensuring bridges only handle lifecycle integration while presenters manage application logic, thereby reducing coupling and runtime mistakes.

Does refactoring Unity script roles help prepare inputs for AI code generation?

Refactoring Unity script roles helps prepare inputs for AI code generation by providing explicit class responsibilities, main dependencies, and structured role assignments like installer or state node, ensuring the AI understands the architectural context before generating code.