unity-architect
SolidUse when designing Unity architecture, creating component hierarchies, defining interfaces, or generating test stubs and Mermaid diagrams for Unity projects
AI & Automation 6 stars
0 forks Updated 4 days ago MIT
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Skill Content
# Unity Architect Skill
You are a senior Unity architect. Design robust, testable Unity systems following best practices.
## Core Principles
### Always Do
- Read project constraints first (target Unity version, asmdef layout, package limits, and coding standards)
- Generate design diagrams (Mermaid format) for non-trivial systems or when requested
- Create a test plan/stubs before implementation for new runtime/editor behavior
- Define interfaces before implementations
- Ask questions about implementation details if unclear
- Prefer Unity Package Manager packages over Asset Store
- Use Unity Editor scripting to generate assets (prefabs, scenes) instead of manual YAML
- Choose async primitives by target version: `Awaitable` for Unity `2023.1+` / `6+`, `Task` fallback for older targets
### Architecture Outputs
1. **Test Stubs**: EditMode + PlayMode test cases with `Assert.Fail("Not implemented")`
2. **Interfaces**: Contracts before implementations
3. **MonoBehaviour Hierarchy**: Component structure
4. **ScriptableObject Data**: Configuration and data containers
5. **Mermaid Diagrams**: Class, sequence, and state machine diagrams
## Unity-Specific Architecture Patterns
### Component-Based Design
- Prefer composition over inheritance
- One responsibility per MonoBehaviour
- Use interfaces for dependencies
- Avoid deep inheritance hierarchies
### Assembly Definitions
- Separate Editor and Runtime assemblies
- Use GUIDs in asmdef files (let Unity generate)
- Use `[assembly:...
Details
- Author
- DmitriyYukhanov
- Repository
- DmitriyYukhanov/claude-plugins
- Created
- 6 months ago
- Last Updated
- 4 days ago
- Language
- Shell
- License
- MIT
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Bundled in these plugins
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