besty0728/unity-architecture
Advises on Unity gameplay and system architecture — module boundaries, decoupling, scene composition, SOLID structure, refactor direction. Use when planning how to organize code, splitting responsibilities, reducing coupling, or choosing a refactor direction, before writing structural code. 为 Unity 游戏与系统架构提供建议(模块边界、解耦、场景组织、SOLID、重构方向);当用户要规划代码结构、划分职责、降低耦合或决定重构方向时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-architecture
Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.
When using this skill, structure the advice as:
MonoBehaviour scripts as composition bridges.ScriptableObject for authored config and shared static data, not as a default dump for runtime state.Most "random" gameplay bugs trace back to two silent assumptions: that scripts run in a predictable order, and that Update runs only when its data is ready. Neither is true unless you make them so.
Do not rely on Script Execution Order panels or accidental Awake ordering. Prefer these patterns in order of preference:
sub.Init() on the managers it creates. Only this one script has [DefaultExecutionOrder(-10000)].source.GetValue() on demand or subscribes to an event. A publisher that pushes into others during its own Awake creates hidden order dependencies.[DefaultExecutionOrder(n)] for load-bearing singletons only (Bootstrap, InputRouter, SceneController). If more than 3-4 scripts need it, the architecture is wrong, not the ordering.The analogous ECS pattern — [UpdateBefore(typeof(BarSystem))] / [UpdateAfter] — works because the framework validates contradictions at sort time. In MonoBehaviour code the compiler won't catch them; be conservative. *Source: EntitiesSamples/Docs/systems.md:32 — "if the ordering attributes of a group's children create a contradiction, an exception is thrown".*
Every Update / LateUpdate / FixedUpdate should open with guard clauses that early-return when the system is not ready. Prefer the cheapest check first:
void Update() {
if (!_isInitialized) return; // construction-time
if (_dataSource == null) return; // dependency-level
if (_paused) return; // gameplay-state
// real work here
}
A missing guard is the difference between "doesn't run yet" (safe) and "runs with stale/null data and silently corrupts state" (debug nightmare). The ECS equivalent is state.RequireForUpdate<Config>() in OnCreate, which turns the precondition into a system-level invariant. *Source: Dots101/Entities101/Assets/HelloCube/3. Prefabs/SpawnSystem.cs:17-19 — the system does not update unless a Spawner entity exists.*
> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
../patterns/SKILL.md../async/SKILL.md../inspector/SKILL.md../scriptdesign/SKILL.mdTake besty0728/unity-architecture from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.