prefab-architecturelisted
Install: claude install-skill TheArcForge/hades-plugin
# Prefab Architecture
Provides decision frameworks and implementation patterns for structuring Unity prefabs — from simple base prefabs to variant hierarchies, nested prefab strategies, and ScriptableObject configs as a data-only alternative to deep variant chains.
## When to Apply
Activate when the conversation involves:
- Deciding whether to create a new base prefab, a prefab variant, or a ScriptableObject config
- Structuring nested prefabs — which child objects should be independent prefabs vs. baked in
- Managing prefab overrides: what to override, how many, and where to document them
- Choosing between a prefab variant family and a single prefab + multiple config SO assets
- Prefab editing workflows: when to open in Prefab Mode vs. edit in scene context
- Preventing override conflicts in deep variant chains
- Auditing orphaned or stale prefab references in the project
Do NOT activate for the physical act of placing and arranging objects inside a scene — that goes to `hades:scene-authoring`. Do NOT activate for animation state machine authoring — that goes to `hades:animation-workflow`.
## Project Context Check
Before making recommendations, gather current project state:
1. **Check existing prefab patterns:**
- Call `graph_query(edgeKind: "references", edgeTargetPath: "<path/to/Component.cs>")` to discover how similar objects are currently structured — e.g. the path for `EnemyController` (resolve it with `search_by_name` first if you only have the class name) b