← ClaudeAtlas

scene-architecturelisted

Use when designing scene structure — single vs additive loading, bootstrap patterns, scene transitions, persistent managers, DontDestroyOnLoad decisions, and streaming world setups.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
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