unity-scene-plan

Plan Unity GameObject hierarchies, component responsibilities, and networked authority before writing C#.

6|Updated Jul 10, 2026
One-click install
npx skills add https://github.com/Mozurok/fhorja.dev --skill unity-scene-plan-mozurok
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-scene-plan
Source: https://github.com/Mozurok/fhorja.dev/tree/main/.claude/skills/unity-scene-plan
Command: npx skills add https://github.com/Mozurok/fhorja.dev --skill unity-scene-plan-mozurok

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about unity-scene-plan

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

FAQPage Schema
How do I plan a Unity scene architecture before writing code?▼

Run this Skill with your active task folder, a short feature description, target platforms, and whether the feature is networked. It produces UNITY_SCENE_PLAN.md covering the GameObject hierarchy, per-component responsibilities, prefab decisions, input model, and test assembly placement.

How do I plan networked authority for a Unity multiplayer feature?▼

The Skill requires a networked authority declaration covering topology, per-object ownership at spawn, sync primitives per replicated datum, tick rate relative to the physics timestep, and determinism posture. Each component is also labeled owner-only, server-only, or everywhere.

Does this Unity planning skill write C# scripts or create prefabs?▼

No. It only plans the structure and writes the UNITY_SCENE_PLAN.md design document. It does not write C#, create scenes, prefabs, or assets; implementation happens later against the plan, by a human or an MCP-driven editor.

Which Unity render pipeline should I choose for mobile targets?▼

The plan must declare URP, HDRP, or Built-in with the target graphics API per platform. HDRP requires compute shader support and does not support OpenGL or OpenGL ES, so mobile targets generally require justification whenever the choice is not URP.

When should I not use the unity-scene-plan skill?▼

Do not use it to frame whether a game idea is right, to slice an already-planned build, to analyze an existing project's blast radius, or to verify a running build. It also requires an active task folder, so run task-init first if none exists.