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Unity Architecture

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Besty0728
unity-architecture

Advise on Unity gameplay and system architecture

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-architecture
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Architecture AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Architecture in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Architecture on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Architecture is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

  1. Identify scope: prototype, small game, or long-lived project.
  2. Define the core loop and the minimum runtime systems needed.
  3. Recommend the smallest architecture that fits the scope.
  4. Separate:
    • scene/bootstrap layer
    • gameplay/domain logic
    • data/config assets
    • view/presentation layer
  5. 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 MonoBehaviour scripts as composition bridges.
  • Put reusable gameplay rules in plain C# classes when possible.
  • Use ScriptableObject for 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 own Awake creates 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:

csharp
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

Frequently asked questions

What does the Unity Architecture AI skill do?

Advise on Unity gameplay and system architecture

Why use Unity Architecture on TypingMind?

Because you install it once and use it with any model. Unity Architecture is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Architecture in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/architecture. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Architecture?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Architecture?

As many as you like. As long as a model supports skills, you can use Unity Architecture with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Architecture AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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