Code & Development Listed
unity-code-architecture
Architecture and code-quality standard for Unity / C# game code: game programming patterns (State, Observer, Command, Object Pool, Component, Event Queue, Service Locator, Update Method, Type Object, Flyweight, Dirty Flag and the rest of the Nystrom catalog), the classic GoF patterns, code smells and refactoring techniques, clean-code rules for functions/names/error handling/tests, component and boundary architecture (assembly definitions, dependency rule, Humble Object), C#/CLR semantics that drive allocations and leaks, OOP principles, SOLID and KISS — applied when writing, reviewing and refactoring code. ALWAYS use this skill for ANY work on game code: new classes, systems and features, refactoring existing code, code review, architecture design, choosing a pattern for a problem, bug fixes that change code. Triggers: 'write', 'rewrite', 'refactor', 'clean up', 'design', 'add a class/system/manager', 'how should I organize', 'which pattern should I use', 'review/rate this code', 'is this code smelly', and a