Guides Unity gameplay architecture decisions: runtime ownership, initialization order, and separation of authored data, runtime state, and view behavior. Prevents hidden complexity from scene/prefab wiring.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:unity-gameplay-patternsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Use common Unity gameplay architecture patterns without hiding ownership inside scenes or inspector wiring.
Use common Unity gameplay architecture patterns without hiding ownership inside scenes or inspector wiring.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeApply Unity-specific C# standards that preserve readability, testability, and safe engine integration.
Unity game architecture decision patterns. Service Locator vs Singleton vs DI, Event Bus vs ScriptableObject channels, MonoBehaviour vs plain C#, component composition, manager bootstrap sequences. DECISION format: WHEN/DECISION/SCAFFOLD/GOTCHA. Based on Unity 6.3 LTS.
Game code architecture, design patterns, scalable systems, and maintainable code structure for complex games.