unity-architect

A guide for making Unity game-architecture decisions, including how to organise scenes, reusable objects, components, data, and performance constraints.

In plain words
What is it for?
Use it when planning Unity systems such as enemies, weapons, pickups, user interfaces, level pieces, or other reusable game objects.
Why use it?
It helps developers choose a suitable structure before building a feature and expose important questions about scale, lifetime, ownership, and dependencies.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/thearcforge/uniclaude/unity-architect
Any agent
npx skills add TheArcForge/UniClaude --skill unity-architect
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/UniClaude

Made for: Claude Code, Codex.

Per session 37 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,165 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00037 $0.02165
Opus 5 $0.00018 $0.01082
Sonnet 5 $0.00007 $0.00433
Haiku 4.5 $0.00004 $0.00216

Measured 2d ago against content hash 7626cd91b088, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-architect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Sidecar~/skills/unity-architect/SKILL.md · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Architecture Decisions

Load this skill when designing a Unity feature or system. It contains condensed decision frameworks for the most common architectural choices. For deeper detail on any domain, reference files are available in references/.

Before You Design

Ask these questions for every non-trivial feature:

  1. Scale: How many instances? (1, tens, hundreds, thousands?)
  2. Lifetime: Persistent across scenes? Created/destroyed at runtime? Pooled?
  3. Variance: How do instances differ? (data only? behavior? visuals?)
  4. Ownership: Who spawns it? Who configures it? Who destroys it?
  5. Dependencies: What other systems does it talk to? (input, networking, UI, save system, audio?)
  6. Performance budget: Is this in a hot path? Per-frame? Event-driven?

DECISION: Object Representation

When this applies: You need reusable objects in the game (enemies, weapons, pickups, UI panels, level pieces).

Options:

  1. Prefab — self-contained GameObject template with components and children.
    • Use when: objects share identical structure but may have different runtime state.
    • Tradeoff: each variant is a full copy; changes to shared structure require updating all.
  2. Prefab Variant — inherits from a base prefab, overrides specific properties.
    • Use when: objects share structure but differ in specific property values or child additions.
    • Tradeoff: override tracking adds complexity; deep nesting (variant of variant) is fragile.
  3. ScriptableObject config + single prefab — one prefab reads data from a SO asset.
    • Use when: objects are structurally identical but differ only in data (stats, costs, names, sprites).
    • Tradeoff: requires a script to apply config at runtime; less visual preview in editor.

Questions to ask:

  • Do variants differ in structure (different components/children) or only data?
  • How many variants will exist? (3-5 → prefab variants. 50+ → SO config.)
  • Do designers need to preview each variant visually in the editor?

Read the full file on GitHub · 183 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago First seen · 183 lines · 37 tokens per session scan A 7626cd91b088

Subscribe to this mod's changes

unity-architect is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 37 tokens to every session and 2,165 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.