unity-architecture
GitHubUnity架构顾问技能,用于游戏开发前的代码组织规划、职责划分与解耦。通过识别项目规模推荐最小化架构,规范模块分层、数据所有权及通信规则,避免过度设计并提供启动顺序最佳实践。
Trigger Scenarios
Install
npx skills add Besty0728/Unity-Skills --skill unity-architecture -g -y
SKILL.md
Frontmatter
{
"name": "unity-architecture",
"description": "Advise on Unity gameplay and system architecture"
}
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Planning code organization
- Splitting responsibilities
- Reducing coupling
- Choosing refactor direction
- 规划代码结构、划分职责、降低耦合、确定重构方向
Unity Architecture Advisor
Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.
Workflow
- Identify scope: prototype, small game, or long-lived project.
- Define the core loop and the minimum runtime systems needed.
- Recommend the smallest architecture that fits the scope.
- Separate:
- scene/bootstrap layer
- gameplay/domain logic
- data/config assets
- view/presentation layer
- Call out what should stay simple now vs what is worth abstracting.
Output Format
When using this skill, structure the advice as:
- Project tier: prototype / small-game / long-lived
- Recommended modules: 3-7 modules with one-line responsibilities
- Scene/bootstrap plan: where composition and initialization happen
- Data ownership: what belongs in scene objects, ScriptableObjects, or pure C# classes
- Communication rules: direct refs, interfaces, events, or commands
- Performance risks: only the hot paths that matter
- Do now / skip now: avoid over-engineering
Default Guidance
- Prefer thin
MonoBehaviourscripts as composition bridges. - Put reusable gameplay rules in plain C# classes when possible.
- Use
ScriptableObjectfor authored config and shared static data, not as a default dump for runtime state. - Keep dependencies explicit. Avoid hidden global state unless the project size clearly justifies a small service layer.
- Favor simple module boundaries over framework-heavy architecture.
Explicit Execution Order and Entry Guards
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.
Make startup order explicit
Do not rely on Script Execution Order panels or accidental Awake ordering. Prefer these patterns in order of preference:
- One Bootstrap script as the single entry point. It owns the initialization sequence and calls
sub.Init()on the managers it creates. Only this one script has[DefaultExecutionOrder(-10000)]. - Pull, don't push: a subscriber that needs data calls
source.GetValue()on demand or subscribes to an event. A publisher that pushes into others during its ownAwakecreates hidden order dependencies. - Reserve
[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".
Make update preconditions explicit
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.
Guardrails
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Do not start from a giant reusable framework unless the project truly needs it.
- Do not add layers just to satisfy textbook SOLID wording.
- Prefer a small architecture that can grow, not an impressive one that slows iteration.
Load Related Advisory Modules When Needed
- Pattern choice: see
../patterns/SKILL.md - Async / Update / UniTask decisions: see
../async/SKILL.md - Inspector-facing field design: see
../inspector/SKILL.md - Script quality review: see
../scriptdesign/SKILL.md
Version History
-
5ee8388
Current 2026-08-17 04:09
根SKILL.md精简至6.2KB,协议细节移至参考文件;新增SKILL_GUIDE.md指导模式文档;新增多个manual-*咨询模块;补充75个模块文档的防猜测介绍及前10 REST模块的错误部分;版本锚点更新至2.6.0。
- 25d511e 2026-08-13 09:12
- ec9f870 2026-07-05 14:39


