What problem does it solve? Choosing the right design pattern in Unity is hard: overusing event buses, singletons, or state machines leads to hidden coupling and debugging pain. This Skill helps you decide which pattern actually fits your problem and when a simpler approach is enough. ## 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: Provides a side-by-side comparison method (switch cost, per-frame cost, complexity, failure modes) for non-trivial design decisions, illustrated with a worked example of pausing 100 enemies. - Structured Output: Delivers recommended patterns, why they fit, why simpler alternatives fall short, minimal implementation boundaries, and known tradeoffs. - Use Case: When you ask "should I use a state machine for my enemy AI" or "用什么模式管理游戏配置", the Skill recommends at most 1-3 justified patterns instead of listing everything. ## Quick Start Ask the assistant which Unity design pattern fits your problem, for example whether to use an event bus or direct C# events for UI-to-gameplay communication.