unity-dev

Architect Unity projects around ScriptableObject-driven data and event systems.

1|2|Updated Mar 24, 2026
One-click install
npx skills add https://github.com/EremesNG/oh-my-opencode-lite --skill unity-dev-eremesng
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-dev
Source: https://github.com/EremesNG/oh-my-opencode-lite/tree/main/src/skills/unity-dev
Command: npx skills add https://github.com/EremesNG/oh-my-opencode-lite --skill unity-dev-eremesng

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Data-driven, decoupled Unity architecture patterns built around ScriptableObjects to reduce coupling between systems and to empower designers.

Core Features & Use Cases

  • ScriptableObject-first architecture: Variable SOs, Event Channel SOs, RuntimeSet SOs, Configuration SOs
  • Component-based patterns that promote single-responsibility and inspector-driven wiring
  • Performance-conscious design with DOTS/ECS and Addressables
  • Use cases across gameplay systems, UI data flow, and open-world content

Quick Start

Refactor a Unity project to leverage ScriptableObjects for data and events and start wiring a small sample scene.

Frequently Asked Questions about unity-dev

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

FAQPage Schema
How do I use ScriptableObjects to decouple Unity gameplay systems and UI data flow?▼

Use ScriptableObjects to decouple Unity gameplay systems and UI data flow by creating Variable, Event Channel, and Configuration SOs for inspector wiring and event-driven communication. This architecture enables designer-friendly configurations across multiple scenes.

What is a ScriptableObject-first architecture in Unity?▼

ScriptableObject-first architecture in Unity structures projects around data-driven SO types like Variables, Event Channels, and RuntimeSets. It reduces coupling between systems by promoting single-responsibility patterns and inspector-driven wiring for designer-friendly configurations.

Can I use ScriptableObject event channels with DOTS and ECS in Unity?▼

Yes, ScriptableObject event channels can integrate with DOTS and ECS in Unity. The architecture supports performance-conscious design considerations, allowing event-driven communication patterns to coexist with ECS frameworks for scalable gameplay systems.

How do I manage ScriptableObject references across multiple scenes in Unity?▼

Manage ScriptableObject references across multiple Unity scenes using RuntimeSet SOs and Addressables integration. This approach handles configuration data and event systems across platforms, ensuring reliable inspector wiring and open-world content delivery.

What's the best way to structure designer-friendly configurations in Unity without hard coding?▼

The best way to structure designer-friendly configurations in Unity is using Configuration SOs with CreateAssetMenu. This ScriptableObject-driven approach enables inspector wiring, allowing designers to tweak gameplay variables and UI data without code changes.

Why does my Unity project have tight coupling between gameplay systems and UI?▼

Tight coupling between Unity gameplay systems and UI occurs when components directly reference each other. Refactoring to ScriptableObject-driven event channels and Variable SOs reduces dependencies, enabling decoupled event-driven communication across scenes.