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unity-code-architecturelisted

Architecture and code-quality standard for Unity / C# game code: game programming patterns (State, Observer, Command, Object Pool, Component, Event Queue, Service Locator, Update Method, Type Object, Flyweight, Dirty Flag and the rest of the Nystrom catalog), the classic GoF patterns, code smells and refactoring techniques, clean-code rules for functions/names/error handling/tests, component and boundary architecture (assembly definitions, dependency rule, Humble Object), C#/CLR semantics that drive allocations and leaks, OOP principles, SOLID and KISS — applied when writing, reviewing and refactoring code. ALWAYS use this skill for ANY work on game code: new classes, systems and features, refactoring existing code, code review, architecture design, choosing a pattern for a problem, bug fixes that change code. Triggers: 'write', 'rewrite', 'refactor', 'clean up', 'design', 'add a class/system/manager', 'how should I organize', 'which pattern should I use', 'review/rate this code', 'is this code smelly', and a
alpershin/claude-skill-unity-code-architecture · ★ 1 · Code & Development · score 59
Install: claude install-skill alpershin/claude-skill-unity-code-architecture
# Unity / C# Code Architecture A stack-agnostic standard. It assumes Unity and C#, and nothing else — no specific DI container, reactive library, async library or inspector plugin. ## 0. First: read the room Before applying anything below, spend one minute on the repository. **Existing conventions of the codebase outrank the defaults in this skill.** A consistent codebase with conventions you dislike is worth more than a codebase with two competing styles. Detect and then follow: | Question | How to check | Why it matters | |---|---|---| | Where does *our* code live vs. third-party? | a single root folder such as `Assets/_Project/Scripts`, `Assets/!Content/Scripts`, `Assets/Game/` | never restyle or refactor vendor code | | Is there a DI container? | `using Zenject` / `VContainer` / `Reflex` / installers / `LifetimeScope` | changes how dependencies are wired (§5.2) | | Reactive or plain events? | `UniRx` / `R3` / `IObservable` / `event Action` | changes how Observer is implemented | | Async style? | `UniTask` / `Task` / coroutines | changes how deferred work is written | | Inspector plugin? | `Sirenix.OdinInspector` / `NaughtyAttributes` | changes how fields are validated/grouped | | Assembly definitions? | `*.asmdef` files | tells you whether layer boundaries are enforced | | Tests? | test assemblies, `[Test]` / `[UnityTest]` | tells you how much you can safely refactor | | C# language level? | `csc.rsp`, `<LangVersion>`, editor version; `#nullable` in existing files |