unity-architecture

Advises on Unity gameplay architecture, module boundaries, decoupling, and refactor direction.

Updated Jan 29, 2026
One-click install
npx skills add https://github.com/Dylan8865/FinalYearProject --skill unity-architecture-dylan8865
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-architecture
Source: https://github.com/Dylan8865/FinalYearProject/tree/main/GameDev/Tester/.agents/skills/unity-skills/skills/architecture
Command: npx skills add https://github.com/Dylan8865/FinalYearProject --skill unity-architecture-dylan8865

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Unity projects often grow into tangled MonoBehaviour scripts with hidden execution-order bugs and tight coupling. This Skill provides structured architectural guidance before you write structural code, helping you choose the smallest architecture that fits your project scope. ## Core Features & Use Cases - Scoped Architecture Planning: Recommends 3-7 modules with clear responsibilities based on whether your project is a prototype, small game, or long-lived product. - Execution Order & Guard Guidance: Explains Bootstrap entry-point patterns, DefaultExecutionOrder usage, and Update guard clauses to prevent null-data bugs. - Layered Separation Advice: Defines boundaries between scene/bootstrap, gameplay logic, data/config assets, and presentation layers, including when to use ScriptableObjects versus plain C# classes. - Use Case: Before building a new card battle system in Unity, ask for an architecture plan and receive module boundaries, a scene composition plan, communication rules, and a do-now/skip-now list. ## Quick Start Ask the assistant to plan the architecture for your Unity gameplay feature, describing your project scope and core game loop.

Frequently Asked Questions about unity-architecture

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

FAQPage Schema
How do I structure a Unity project architecture?▼

Start by identifying your project scope (prototype, small game, or long-lived), then define the core loop and minimum runtime systems. Separate scene/bootstrap, gameplay logic, data/config assets, and presentation layers, keeping MonoBehaviours thin as composition bridges.

When should I use ScriptableObjects in Unity?▼

Use ScriptableObjects for authored configuration and shared static data, not as a default dump for runtime state. Reusable gameplay rules belong in plain C# classes, while scene-specific state stays on scene objects.

How do I control script execution order in Unity?▼

Prefer a single Bootstrap script with [DefaultExecutionOrder(-10000)] that owns initialization and calls Init() on managers. Reserve DefaultExecutionOrder for load-bearing singletons only; if more than 3-4 scripts need it, the architecture needs rework.

Why does my Unity Update method run with null data?▼

Update runs regardless of whether dependencies are ready. Add guard clauses at the top of Update, LateUpdate, and FixedUpdate that early-return when initialization flags, data sources, or gameplay state are not ready.

When should I avoid heavy architecture frameworks in Unity?▼

Avoid framework-heavy architecture for prototypes and small games where it slows iteration. Prefer a small architecture that can grow, with explicit dependencies and simple module boundaries over textbook SOLID layering.