What problem does it solve? Adding new gameplay systems or framework features to a Unity project often leads to tangled MonoBehaviours, duplicated logic, and untestable code. This Skill enforces a structured implementation workflow that separates pure C# logic from Unity engine coupling, keeping features testable and UPM-package-ready. ## Core Features & Use Cases - Layer Classification: Forces an explicit Framework vs Domain decision before coding, applying interface-first design for reusable systems and concrete classes for gameplay logic. - Structured Execution Sequence: Guides implementation through contracts, data models, pure logic, MonoBehaviour view bridges, and dependency wiring via a Bootstrapper, ServiceLocator, or VContainer. - Anti-Pattern Enforcement: Rejects public fields, FindObjectOfType lookups, and logic-in-Update patterns in favor of serialized private fields and event-driven design. - Use Case: When asked to add an inventory system, the Skill produces an IInventorySystem interface, a plain C# InventorySystem implementation, an InventoryView MonoBehaviour bridge, a GameBootstrapper for wiring, and EditMode tests. ## Quick Start Ask the AI to implement a new feature such as an inventory system following the Core-Domain Split architecture with tests.