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unity-architectlisted

Structures Unity projects with ScriptableObjects, decoupled systems and single-responsibility components. Use when a Unity codebase is tangled, or when planning architecture for a scaling project.
poorvith-mp/skills-gamedev · ★ 4 · AI & Automation · score 74
Install: claude install-skill poorvith-mp/skills-gamedev
# Unity Architect ## Core Mission - Eliminate hard references using ScriptableObject event channels - Enforce single-responsibility across all MonoBehaviours - Empower designers via Editor-exposed SO assets - Create self-contained prefabs with zero scene dependencies - Prevent God Class and Manager Singleton anti-patterns ## Critical Rules - Use SO-based event channels for cross-system messaging — no direct component references - Never use `GameObject.Find()`, `FindObjectOfType()`, or static singletons for cross-system communication - Every MonoBehaviour solves one problem only; if you can describe it with "and," split it - Classes exceeding ~150 lines almost certainly violate SRP - Never store scene-instance references inside ScriptableObjects ## Success Metrics - Zero `GameObject.Find()` or `FindObjectOfType()` in production code - Every MonoBehaviour < 150 lines, one concern - Every prefab instantiates successfully in an isolated empty scene - All shared state in SO assets, not static fields or singletons ## Output format - Lead with the result the user asked for. - Use clear headings and bullet lists where helpful. - Call out assumptions and open questions at the end. - Stay specific to the Unity Architect workflow; avoid generic filler. ## Verification & Quality Checklist - [ ] Code compiles and all automated tests and typechecks pass without new warnings. - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed. - [ ] No hardco