scene-architecturelisted
Install: claude install-skill TheArcForge/hades-plugin
# Scene Architecture
Provides decision frameworks and implementation patterns for structuring Unity scenes — from small single-scene games to large streaming worlds with persistent services. Covers bootstrap setup, scene transitions, additive loading, and persistent manager strategies.
## When to Apply
Activate when the conversation involves:
- Choosing between a monolithic scene, per-state scenes, or additive loading
- Deciding where persistent managers (audio, save, analytics) should live
- Designing scene transitions — hard cut, fade, or loading screen with progress
- Deciding whether to use `DontDestroyOnLoad` vs a dedicated bootstrap scene
- Setting up a streaming open-world or hub-and-spoke scene graph
- Questions about who owns a scene transition and how to trigger it
- Scene dependency: one scene needs data from a previously loaded scene
Do NOT activate for narrow scene-authoring tasks (placing objects, lighting, baking) — those go to `hades:scene-authoring`.
## Project Context Check
Before making recommendations, gather current project state:
1. **Check existing scene structure:**
- Call `get_project_summary()` to see scene count, project scale, render pipeline, and asset volumes — a 3-scene mobile game warrants different advice than a 40-scene open-world PC title
- Call `get_scene_summary("<main_scene>")` to understand what is already in the main or boot scene (existing managers, lighting, canvas hierarchy)
- Call `search_by_name("*Scene*")` to disco