What problem does it solve? Choosing the wrong design pattern in Unity leads to over-engineered code, hidden coupling, and hard-to-debug systems. This Skill helps you decide whether a pattern like ScriptableObject, a state machine, or an object pool is actually justified for your problem. ## Core Features & Use Cases - Pattern Selection Guidance: Compares ScriptableObject, C# events, event buses, interfaces, state machines, object pools, service layers, and generics with explicit use/avoid criteria. - Decision Lab Method: Provides a side-by-side comparison framework (switch cost, per-frame cost, code complexity, failure modes) for non-trivial design decisions, with a worked example of pausing AI on 100 enemies. - Use Case: You are building an enemy spawning system and wonder whether to use object pooling or plain instantiation. The Skill recommends pooling for frequent spawn/despawn of bullets, VFX, and enemies, while warning against it for rare objects. ## Quick Start Ask the AI which Unity design pattern fits your problem, for example whether you should use a state machine or an event bus for your enemy AI.