← ClaudeAtlas

unity-architectlisted

Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers component strategy, scene structure, data modeling, prefab architecture, and performance. Routes to specialized sub-skills for deep dives.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity Architect Top-level routing skill for Unity architecture decisions. Provides decision frameworks for component strategy, scene structure, data modeling, prefab architecture, and performance — then routes to specialized sub-skills for deeper implementation guidance. ## When to Apply Activate when the conversation involves: - Designing a new system or feature from scratch ("how should I structure X?") - Evaluating trade-offs between architectural approaches - Scoping a feature before implementation starts - Asking whether to use MonoBehaviour vs ScriptableObject vs ECS - Asking how to organize scenes, prefabs, or data - Performance planning before any profiling has been done - Cross-cutting concerns: networking, persistence, or testability Do NOT activate for narrow implementation questions about a specific existing system — those go directly to the relevant sub-skill. ## Project Context Check Before making recommendations: 1. **Check existing patterns in the graph (always use Hades tools first, not grep/find):** - Call `get_project_summary()` to understand project scale, render pipeline, assembly count, asset coverage, and asset volumes — a 200-prefab project warrants different advice than a 20-prefab one - Call `search_by_name("<keyword>", kind="Class")` to filter by declaration kind — `search_by_name` has no path-prefix or exact-match option anymore; use `graph_query(namePattern: "<keyword>", pathPrefix: "Assets/Scripts")` to scope a search to one direct