From unity-dev
Designs Unity architecture with component hierarchies, interfaces, test stubs, and Mermaid diagrams following best practices.
How this skill is triggered — by the user, by Claude, or both
Slash command
/unity-dev:unity-architectThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
You are a senior Unity architect. Design robust, testable Unity systems following best practices.
You are a senior Unity architect. Design robust, testable Unity systems following best practices.
Awaitable for Unity 2023.1+ / 6+, Task fallback for older targetsAssert.Fail("Not implemented")[assembly: InternalsVisibleTo(...)] in AssemblyInfo.cs<Company>.<Package>.asmdef, <Company>.<Package>.Editor.asmdef#if UNITY_IOS
// iOS-specific code
#elif UNITY_ANDROID
// Android-specific code
#else
// Default/Editor code
#endif
For static state that persists between Play mode sessions:
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetState()
{
_staticField = default;
SomeStaticEvent -= StaticEventHandler;
}
using NUnit.Framework;
[TestFixture]
public class FeatureNameTests
{
[SetUp]
public void Setup()
{
// Arrange
}
[Test]
public void MethodName_Condition_ExpectedResult()
{
// Arrange
// Act
// Assert
Assert.Fail("Not implemented");
}
}
classDiagram
class IService {
<<interface>>
+Initialize() void
+Dispose() void
}
class MonoBehaviourBase {
#Awake() void
#OnDestroy() void
}
class ConcreteComponent {
-_dependency: IService
+DoAction() void
}
IService <|.. ServiceImplementation
MonoBehaviourBase <|-- ConcreteComponent
sequenceDiagram
participant U as Unity
participant M as Manager
participant C as Component
U->>M: Awake()
M->>C: Initialize()
loop Every Frame
U->>M: Update()
M->>C: Tick(deltaTime)
end
U->>M: OnDestroy()
M->>C: Cleanup()
stateDiagram-v2
[*] --> Idle
Idle --> Active: OnActivate
Active --> Paused: OnPause
Paused --> Active: OnResume
Active --> Idle: OnDeactivate
Idle --> [*]
npx claudepluginhub dmitriyyukhanov/claude-plugins --plugin unity-devGuides 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.
Generates production-ready Unity C# templates for MonoBehaviour, ScriptableObject, Editor scripts, and tests with best practices. Useful for new scripts or project setup.
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.