What problem does it solve? Unity features often get their scene structure and component ownership decided accidentally by whoever writes the first script, and networked features ship with implicit authority models that turn out to be cheatable. This Skill forces those decisions to be made explicitly, producing a UNITY_SCENE_PLAN.md design document before any code exists. ## Core Features & Use Cases - Scene and prefab architecture: Designs the GameObject hierarchy as an indented tree, assigns each MonoBehaviour a stated responsibility, and decides prefabs, variants, and nesting. - Render pipeline and input declarations: Requires an explicit render pipeline choice (URP, HDRP, or Built-in) with per-platform graphics APIs, plus an input model naming actions and device classes. - Networked authority planning: For multiplayer features, declares topology, per-object ownership, sync primitives, tick rate, and where each component runs (owner-only, server-only, or everywhere). - Use Case: Before building a networked player-character feature, run this Skill to produce a plan covering the scene tree, the runtime-spawned player prefab tree, server-authoritative movement ownership, and the test assembly placement, so implementation starts from agreed decisions. ## Quick Start Ask the agent to plan the Unity scene and component architecture for your feature, providing the active task folder, a one-sentence feature description, target platforms, and whether it is networked.