← ClaudeAtlas

prefab-architecturelisted

Use when designing prefab structure — base prefabs vs variants, nested prefabs, override strategies, prefab editing workflows, and when to use prefab variants vs ScriptableObject configs.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
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