What problem does it solve? Building complex Unity gameplay systems often leads to tightly coupled, hard-to-maintain code. This Skill provides proven C# patterns for modular component architecture, data-driven design, and performance optimization so your Unity projects stay scalable and debuggable. ## Core Features & Use Cases - Component-Based Architecture: Define interfaces like IHealth and IMovement with decoupled MonoBehaviour implementations and UnityEvent-driven communication. - ScriptableObject Data Design: Manage game data such as weapons and game events through CreateAssetMenu assets instead of hardcoded values. - Performance Patterns: Generic object pooling, state machines for enemy AI, and runtime performance profiling with FPS and memory logging. - Use Case: Ask the AI to generate a state machine for enemy AI behavior, then wire it to a pooled projectile system backed by ScriptableObject weapon data. ## Quick Start Use the unity-scripting-advanced skill to create a player controller with jump, dash, and wall-slide mechanics using component-based architecture.